Co-op VR FPS ‘Killing Floor: Incursion’ Launches on August 16th, Save 10% on Pre-order

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Oculus exclusive Killing Floor: Incursion is due to launch on August 16th. The game is now available for pre-order on the Oculus store for $36, 10% off the $40 launch price.

Killing Floor: Incursion is a co-op VR FPS from Tripwire Interactive that puts players inside of the Killing Floor universe that’s been established by the studio’s two prior non-VR titles under the same franchise (2009, 2016). Here’s how the studio describes the game:

In Killing Floor: Incursion, players must take on the role of an elite Horzine Security Forces soldier as they, along with allies, fight their way through a story driven campaign using an array of weapons including pistols, shotguns, axes, and more. Players will explore the environment while completing puzzles, scavenging for weapons and ammo, discovering what the Horzine Corporation is really up to, and learning who the player can trust. Battle in diverse environments, from creepy farmhouses to high tech facilities, and uncover who… or what is behind the Zed menace.

As a co-op shooter we hope Killing Floor: Incursion will satisfying our itch to cooperate for survival with friends in VR, whereas a number of recent big budget Oculus exclusives have left us with fun but lonely single-player experiences, like Lone Echo and Robo Recall.

We went hands-on Killing Floor: Incursion earlier this year at GDC 2017. Road to VR’s Scott Hayden surmises the action:

Back-to-back, Hollister and I shot down hundreds of zombies, some of them floor-crawling nightmares and others upright with slick, oily skin. And there are a multitude of ways to execute the hordes; exploding their heads with dual Colt 1911 pistols or a single pump shotgun, cutting it clean off with a large fireman’s ax, or even beating the monsters with their own bloodied, detached limbs. Or you can do like me and shoot wildly and pistol whip them when they get too close. That works too.

There’s puzzles too:

Puzzles we encountered were fairly standard, but did require constant attention to each room’s architecture. Meeting a giant blue force field blocking forward progress usually means there’s something still important to do in the previous areas. Eg. an empty platform in one room and a few crystal skulls in another.

Image courtesy Tripwire Interactive

In the game’s alpha state, Hayden also found it difficult to keep himself facing the front-facing sensor setup—as the game throws enemies at you from all directions—occasionally resulting in lost tracking of the Touch controllers at critical moments (like when a zombie is coming straight at you). We hope that Tripwire has made some improvements on that end; if not, this may be the one to convince you to move to a 360 setup for your Rift sensors instead of the recommended front-facing.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Blackfire1

    I’m sad. You would think Tripwire would have done a multistage release. But that’s ok, they get extra case for a time limited exclusive and Vive gets it in a month bug free. I’m ok with this.