While you can’t bring as many friends as you’re used to, you don’t have to worry about your fourth stopping to puke and screwing the whole team. The few issues I had with Killing Floor: Incursion, it more than made up for with its replayable nature and cooperative mode. Having to practically come to a full stop to engage in combat, leaving you unable to dodge or strafe as well as you could in a non-VR game, is annoying. Clipping into walls, occasionally lagging weapon response, and the odd enemy hit that doesn’t register correctly are excruciating when highlighted by repeat exposure. I wouldn’t call these poorly designed interactions, but the extra time spent in a confined space brings out technical glitches that go unnoticed throughout much of the game. If chaotic fun in the general spaces is where this game shines, boss battles are its Achilles’ heel. Turn around and check the area for missed supplies, stick to melee combat to conserve ammunition, and check your health before heading in.īoss battles aren’t horrible in Incursion, but they aren’t great. If you walk into an area and think “huh, this looks like a bottleneck into an arena,” you are almost certainly correct. Like all good survival horror games, Incursion announces upcoming boss battles the best way it knows how: visual markers. From sniper battles in Paris to clearing the necessary- if terribly trope- cabin in the woods, Incursion switches things up enough to keep players on their toes. Someone unauthorized has turned the creepy level up a few notches, leaving you training in a Zed killing field. You’re training in simulations that aren’t quite loading as expected. The storyline of Killing Floor: Incursion isn’t terrible, either. It gives a whole new meaning to the phrase, “here to train.” If there is nothing else I can say to entice you, let this be it: You can rip off a chunk of one Zed, and then use that to bash to death the next Zed. If you can pick it up, you can bash a Zed with it. To add even more fun to the chaos, Incursion allows players to get inventive with their choice of weapons. This makes swapping weapons a cinch and allows players to have some fun with things like first throwing knives, then shooting their victim with a shotgun as it wanders closer. Standard weapons have holster positions on the body and return to their slot when dropped. Killing Floor: Incursion does regular combat particularly well. Traversing the area with intention and keeping a sharp eye out for ammunition and health packs in your surroundings make the difference between an enjoyable game and rage quitting halfway through the first instance. Players move at a fast walk, which is still quick enough to get you into trouble if you’re not careful. Players have the option to move through each area in either free or teleportation mode, the former of which may make some players more prone to motion sickness. If anything, the combat is punishingly fun. That’s not to say the pace of movement and combat in Incursion are unreasonably sluggish. The first time you round a corner in an attempt to flee and find yourself buried under a comically large pile of Zed, you learn to take your time and clear the space before moving along. While we all know the movement issue is a limitation of current graphics and processing hardware, the lesson sticks. How long can you run, though? Would careening into the next room completely blind really be a good idea? No. Sure, you’re in a simulation, and you should theoretically be able to run as fast as you can in real life. Here, it works well to create tension and remind players that their actions have limits. This devotion to uncomfortably slow movement would be a detractor in another game. Stroll in like a boss and take your licks, Sergeant. You’re here for a cheeky fight with a wave of zombies and maybe one good friend. You’re not running, nor fleeing in a particularly concerned manner. Incursion covers a lot of space, though it does so at a pace that feels more like a swagger than a sprint. Speaking of a country mile, you’re going to be walking a few. Killing Floor: Incursion is the better game, by a country mile. Too often, though, players conflate a shared subgenre with further similarities, and Killing Floor: Incursion suffers for it. Case in point: If there were no zombies, would anyone be comparing Killing Floor: Incursion to Arizona Sunshine? If you’re into zombie killing games, a correlation can undoubtedly be made. It’s not a terrible thing for a game when the worst complaint I have about it is that it is compared to another game too often.
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