Killing Floor: Incursion [VR]
Chop off a Zed's arm, beat its friends with it, Incursion nails that one gross-brilliant VR moment, then runs out of ideas before the credits roll.
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My first hour with Killing Floor: Incursion felt like a genuine showcase of what VR combat can do. Grabbing a fire axe in one hand and a shotgun in the other, wading into a pack of grotesque Zeds across a creepy abandoned farmhouse, and using the physical act of swinging, holstering, and drawing to stay alive, it clicks in a way that flat-screen shooters simply cannot replicate. The tactile weapon handling is the game's clearest strength: physically pulling a weapon from your back, snapping a flashlight to your chest clip, and aiming down iron sights with your actual arms all add a layer of presence that makes the horror hit harder. The four-level campaign moves through varied environments, from that farmhouse to Parisian catacombs to rooftops, and each location carries its own unsettling atmosphere that the series has always done well. The melee combat is where the experience genuinely shines. Slicing through enemies, throwing a knife mid-combo, and swinging a shotgun barrel as a club when Zeds press in close produces exactly the kind of chaotic, physical intensity VR was designed for. The dismemberment system is fully committed, grotesque and knowingly comic in equal measure. Alongside the campaign, a Holdout mode throws increasingly heavy Zed waves at you across several maps, with power-up drops for things like unlimited ammo and bonus damage providing a thin progression loop and an online leaderboard to chase. Solo is fine; two-player co-op is noticeably better, and the campaign supports it throughout. The cracks appear fast, though. The campaign runs roughly three to five hours depending on difficulty, split across only four levels, and the pacing can feel formulaic: reach an area, fend off a wave, find the next objective, repeat. The story, a simulation-gone-wrong framing involving a hacker and an obvious villain, adds little beyond connective tissue. Gun accuracy is a recurring frustration, with pistols and rifles frequently failing to register headshots at range, pushing players toward melee by necessity rather than preference. One mid-game sniper rifle section drew consistent criticism from reviewers as a momentum-killer, forcing precision aiming through a scope in a game whose motion controls were not designed for it. Boss encounters suffer a similar problem: most devolve into a loop of teleporting back, firing a few shots, and repeating until the health bar drains. Movement is the other structural issue. Teleportation is the default locomotion option and it works well enough for comfort, but it chips away at the tension during boss fights and hectic encounters where spatial awareness and quick repositioning matter most. Free movement is available as an option, though some players reported motion sickness when using it. At launch the game also carried reports of crashes and co-op lag, and a Steam rating sitting at 50 percent positive out of over a thousand reviews reflects a community that found real fun here but felt the content-to-price ratio never quite balanced out. That Mixed verdict is honest: there is a good VR action game inside Incursion, but it is short, uneven in its back half, and showing its age as the VR library has grown considerably since 2017.

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Requisitos del sistema
Mínimos
- Processor
- Intel i3-6100 / AMD FX4350 or greater
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GTX 960 / AMD Radeon R9 290 or greater VR Suppor…
Recomendados
- OS
- Windows 10
- Processor
- Intel i5-4590 equivalent or greater
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GTX 970 / AMD Radeon RX 480 equivalent or greater
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Información del juego
- Desarrolladora
- Tripwire Interactive
- Distribuidora
- Tripwire Interactive
- Fecha de lanzamiento
- 14 nov 2017
