Themed as a classic, old-timey adventure serial - complete with spiffingly British narrator and an affinity for alliteration (which can be toned down if the gusto gets your guts, though I’d advise averting your eyes if that’s the case) - Strange Brigade’s arcade action compiles and injects existing industry ideas with a persistent panache, shaking feelings of familiarity and raising a rip-roaring ride through 1930s Egypt.
Strange Brigade’s arcade action compiles and injects existing industry ideas with a persistent panache, shaking feelings of familiarity and raising a rip-roaring ride.
Though rifles are still very much present, here a more likely choice of primary weapon would be a shotgun or submachine gun, which can then be complemented by your choice of secondary firearm and thrown explosive. As you amass armfuls of gold throughout the course of any given level, you’ll also be able to roll the dice on a powerful prototype weapon - like an explosive crossbow or punch-packing blunderbuss - anonymously nestled within identifiable crates. These beefcakes have a limited ammo supply to counteract their immense strength, but perhaps more devastating are ultimate character abilities.
Unleashed after charging a magical amulet with the souls of defeated dastards, each brigadier has three additional bespoke abilities to unlock by collecting sets of relics generally hidden away within puzzle-gated nooks. These hidey-holes can also contain gems which slot into weapons to imbue them with passive buffs, allowing for easier crowd control and with that more efficient use of the booby traps that litter each uncharted environment.
Once you’ve familiarised yourself with the ins and outs of all the singular systems governing combat in Strange Brigade, there’s a real art to stringing everything together into one maintained and satisfying stream of destruction.
When you aren’t busy wreaking havoc, you’ll be exploring a range of lush, forgotten locales that are gorgeously vivid on Xbox One X. They’re surprisingly sprawling, often featuring multiple routes to your destination, all while the sounds of moving mechanisms and twinkling treasures beckon you to double back and scour every surface in search of secrets. The classic environmental enigmas you’ll uncover offer up tangible rewards and ensure that there’s reason to revisit the nine lengthy campaign missions in order to deeper delve their depths.
That said, before diving back into the campaign you’ll probably want to try your hand at the pair of accompanying modes in Score Attack and Horde. The former sees you undertake solo excursions on linear, re-purposed campaign sections whilst aiming to combo kills and satisfy a list of secondary challenges like beating par times and not taking damage. Think Mercenaries mode from more recent instalments of Resident Evil, but with greater consistency between runs to allow for really nailing the perfect strategy down.
Once you’ve familiarised yourself with the the singular systems governing combat, there’s a real art to stringing them together into one maintained stream of destruction.
Horde is almost what it says on the tin, only sharing more in common with Call of Duty’s fan favourite Zombies mode than Epic’s eponymous Gears of War 2 trendsetter. You’ll weather an insane undead onslaught across four exclusive maps that expand as waves progress, and also by your own hand, should you choose to spend gold on accessing new areas and their guaranteed goodies. Doing so isn’t exactly the no-brainer it sounds, as you’ll also need to piecemeal purchase a loadout having started with just a solemn sidearm.
This makes Horde a great place to experiment with new loadouts, which, coupled with a moving base of operations to prevent you from getting too comfortable in any one location, stops things growing stale as you’d otherwise be relying on the same old strategies across a whopping 75 total waves. That’s no small undertaking, so you can thankfully step away at any point and then pick back up from right around where you left off.
Weighing in at a reduced asking price, Strange Brigade feels anything but budget and features enough content that you might call it a steal. That’s certainly a relief, as outwardly it was easy to speculate that the Season Pass and its promise of new levels, characters and more might be required in compiling a complete package.
Strange Brigade bears its inspirations for all to see, but while many of the influential games and modes we’ve mentioned are overdone nowadays, Rebellion commit to their goofy theme with such enthusiasm that they’ve captured a formative time in cinema not previously brought to the medium with such verve. This unique sense of fun will make you nostalgic for a period you probably didn’t see, and by a long shot, while the copious conundrums make it an action co-op caper not quite like any other.
If the name Narcosis sounds familiar, it’s probably because the game originally launched over a year ago, but, with the debut of a spanking new PS4 port, comes an opportunity for the existing versions to claw back a little spotlight for themselves. Initially taking to digital storefronts like a stone to water, the ripples have now reached our shores, but is Narcosis a horror that should’ve stayed dormant in the deep?
You probably aren’t crazy about water levels in gaming, but, In this instance, heading to the bottom of ol’ big blue serves to establish an almost alien atmosphere conducive to terror.
Developer Honor Code clearly took great care in crafting Narcosis’ world and narrative, though the same can’t quite be said when it comes to the limited gameplay. Labelled a survival horror walking simulator - we’ll let you decide whether affectionately or not - slightly tank-y controls harken back to early examples of the genre whilst conveying the immense weight of the bulky diving suit you occupy. The slow pace and initially unintuitive controls take a little getting used to, as does independently looking down to view the suit’s integrated HUD, but limited-use thrusters do accommodate sparing speed boosts.
They also allow for a spot of light platforming, which is fine, if unremarkable, whilst sides of simple puzzle solving and rudimentary combat are also thrown in to tick the necessary boxes. Fights are rare, thankfully, as you have but one cumbersome slash manoeuvre to execute with a short knife. More often than not, you’ll instead utilise an abundance of flares to distract enemies and allow you to slip by, but not always unseen. You’re predisposed to run when spotted by a deadly predator, though, in Narcosis’ case, your heavy diving suit disallows that response, contributing further tension.
Your helmet also obscures peripheral vision, adding another unnerving wrinkle, but the apparatus is far too efficient in the one area that could’ve made things outright harrowing. As we mentioned earlier, oxygen levels are limited, so you’ll continually need to accrue the element, while also doing your best to avoid any situations that’ll cause panic, resultantly accelerating your breathing and elevating your intake. It’s a novel conceit, but the game doesn’t fully commit, seemingly scared of imposing too great a challenge, resulting in the mechanic never becoming a major factor.
As such, it only really serves to keep you moving, but even that’s largely unnecessary when Narcosis is so linear. A couple of chapters make for notable exceptions, though most areas only open up into brief offshoots housing text-based collectibles serving to flesh out crew members’ characters.
While Narcosis doesn’t boast a great gameplay experience, rather just palatable, it works as a vehicle for interacting with Honor Code’s atmospheric locations and concise story. At around three hours long, it isn’t too much to ask that you stick out the relative lows in order to enjoy the twisting, psychological highs.
Having had the distinct pleasure of exclusively revealing the first glimpse of Warhammer: Vermintide 2 gameplay last October, the long wait for the first-person-shooter-come-brawler to arrive on console has been especially gruelling. Now that we’ve gotten our hands on it: was it worth the wait?
You’ll need to juggle priority targets and manage choke points as tidal waves of fetid flesh rage your way.
The level of customisation on offer gets altogether extensive when you also account for Vermintide 2’s loot and crafting systems. Taal’s Horn Keep serves as a sizeable hub area from which to launch your choice of the thirteen main missions, throughout which you can work towards satisfying daily challenges and career quests; completing these tasks awards the game’s strictly non-premium loot boxes, which rain a random array of weapons and gear that can be equipped to improve applicable characters, or, if you unbox a stinker, salvaged into materials used to craft new items and upgrades.
Refreshing a loadout can significantly impact how any given character plays, overhauling attributes and movesets, perhaps not always to your exact liking, but never compromising the viscerally satisfying core combat mechanics. Melee skirmishes can feel either hefty or agile, depending on your chosen armament, though always brutal as you gorily pop heads and lop limbs with each light or (particularly satisfying) charged heavy swing.
While mixing it up at close range you’ll need to be mindful to dodge and block incoming attacks from big bads, though opting for a character with more of a ranged combat style should keep you relatively out of harm's way to begin with. While letting loose with arrows, fireballs, bolts and bullets is good fun in itself, it’s almost a shame to snub one of the best first-person brawling systems around in favour of comparatively bog-standard blasting.
Still, variety is the spice of life, so mixing up your choice of hero whilst tackling repeat playthroughs of Vermintide 2’s semi-open levels - which accommodate multiple paths towards their culminating set-piece encounters, also randomising enemy and item spawns along the way - ensures things remain engaging. Throw in the lure of greater rewards when progressing to higher difficulty levels, as well as unobtrusive storytelling that allows players to easily consume their desired dose of action, and you have a package that’ll keep you busy for a good length of time.
Vermintide 2 is more in-depth than its peers in many ways, but retains the central simplicity that makes this brand of onslaught adventure so frantic and exciting. Doing so at native 4K resolution on Xbox One X, while mostly maintaining a solid frame rate, at no additional cost to Game Pass subscribers, makes for an experience that you (and preferably some friends) shouldn’t hesitate to get stuck into.
Yes, Earthfall does look a lot like Left 4 Dead. In fact, the comparison is welcomed by developers Holospark and something that they strived for as their key inspiration and focus. “We loved Left 4 Dead” said CEO Rusty Williams, when we spoke to him at EGX Rezzed earlier this year, “but we wanted more.” So, after a few years of development, including time in early access on PC, Earthfall is the end result.
While the presentation gets a solid “good” - Unreal Engine 4 would struggle to make a game look bad - it’d be nice to see a bit more fidelity in those textures (perhaps an Xbox One X update looms in the future?) and the game isn’t without some technical issues. We’ve seen a couple of crashes when things get especially hectic, plus the friendly AI more than once has stood in place, staring frantically into space as the rest of their team gets mauled around the corner.
In terms of level design, something so tightly managed in Valve and Turtle Rocks’ original, there are oversights too, with invisible walls being used to channel the player into a linear flow through areas which look as though they should be ripe to explore. Furthermore, giving players an objective marker to head for often makes the campaign feel like a pedestrian trudge between two points, rather than four survivors scraping together what they can in a desperate effort to survive.
It’s here we really must broach the subject of AI. Players can either run through levels with allied bots or open up proceedings to being joined by human players online, as in L4D, but the AI in question doesn’t have the same concern for your wellbeing as it did in that game, frequently leaving you to bleed out whilst prioritising reviving fellow bots and often snatching up helpful items and weapons from under your nose.
If they were able to trigger objectives or be commanded in any way they might be more useful, but they aren’t even fans of deploying barriers or using mounted guns, which can be an issue at some of the game’s choke points, referred to in-game as ‘holdouts’. You can punch up the AI ‘skill’ to limited results, only really boosting accuracy and the eagerness to shoot first and ask questions later. But hey, at least there’s no risk of incurring significant friendly fire damage from them.
Earthfall is difficult in general, with even two players experienced in working and communicating with one another, bolstered by a couple of filler bots, seeing the ‘Normal’ difficulty setting pose a serious threat. While the higher difficulties are a stretch, the ‘Easy’ level can at times be too much its namesake, making you long for a shuffle to give a happy medium.
With only two campaigns of five twenty-or-so-minute chapters a piece, you might find Earthfall a tad pricey at £24.99, since it’s inspiration gave us double the number of iconic campaigns and an additional competitive mode, which is conspicuously absent here at present. That said, the team at Holospark are already hard at work on further campaign content which will be released free to all players (cosmetic customisation items are premium), so there’s some added value to look forward to in the future.
One particularly fun element, which pushes the suspension of disbelief in a very different direction than accepting aliens are a thing, is the fact that many levels are peppered with 3D printers to requisition guns and health stations reminiscent of Half-Life. A great idea, which could have been taken further to include attachments and further customisations, as the risk/reward mechanic whenever you encounter them (turning the power on to use them will attract a mob) is always compelling.
Though it might not be Left 4 Dead 3, Earthfall does enough to scratch the itch for players pining for a similar experience. With games developing far more post-launch than ever before it seems likely this one will continue to mutate to the needs of its player base, which doesn’t undo the fact it could have used slightly longer in the oven before final release, but what’s on offer so far is ruddy good fun, if a tad disposable.
A runaway crowdfunding success story, Agony and its grotesque realisation of Hell recently made it to market with the help of nearly 4,000 passionate backers. While there are plenty of grisly sights to quench the thirst of the gore hounds amongst them, anyone looking for anything more than the modern interpretation of a cheap video nasty will be sorely disappointed.
Anyone looking for anything more than the modern interpretation of a cheap video nasty will be sorely disappointed.
Sneaking slows the trudging pace to an absolute crawl, which means you’ll inevitably get bored and make a run for it, almost guaranteeing that you get spotted and face swift murder. After succumbing to a screenful of bare busters, your soul leaves the body and you’re presented a window of time in which to possess a lesser thrall and pick up where you left off. Possessions are automatic on easy difficulty, but require input on normal and send you back to the last poorly-placed checkpoint in the event of failure.
Finding and eating Forbidden Fruit - or Fanny Smith apples, as we call them for reasons you can probably extrapolate - allows you to acquire and upgrade skills that’ll at least give you a better chance at survival. That’s assuming you actually want to extend the trip, mind, as masses of alternate endings and a couple of additional modes - one offering endless procedurally generated challenges and the other the chance to replay the story as a succubus - did absolutely nothing to tempt us into holding the controller for any longer than absolutely necessary.
You might think all that seems a tad harsh, but we haven’t even touched on the crippling technical issues yet. Agony’s frame rate is choppy at best, glitches prevented us from making progress on a few occasions, and the audio is completely bust. Diegetic sounds emanate from the wrong directions, while ambient effects and voice overs constantly cut in and out and jarringly loop back on themselves; missing dialogue makes the unengaging narrative harder to follow than it should be, but, more egregiously, deprives you of relishing every syllable of the hysterically awkward scripting and delivery.
Let’s not mince words here: Agony is a sub-par, early access product masquerading as a finished release. Patches can only hope to make it stably abysmal, as opposed to plain broken, so you should absolutely avoid the unnecessary agony it’ll so ironically impose upon you.
The latest entry in the rapidly expanding Focus Home Interactive stable, Vampyr is brought to life by sleeper development studio DONTNOD Entertainment (Life is Strange, Remember Me). An ambitious action RPG, Vampyr casts players as Dr. Jonathan Reid and unleashes them on an occult interpretation of 1918 London, framed by relevant Victorian themes in class, disease, race and religion.
Every single citizen you encounter has a personality, relationships and community standing within their borough.
Furthermore, should your moral compass be broken, you aren’t entirely off the hook. Mounting homicide cases may lead people to flee, stores to increase their prices due to the dangers of operation, or, if you’re a real glutton, even plunge a district into irreparable chaos and eradicate its population. That’ll lock you out of any content tied to the unfortunates at hand and also prevent you from rearing any more meat in the area, so it’s best to use your skills as a medical practitioner to craft cures from looted gubbins and subsequently use ‘em to keep the health of a borough at an even keel.
When Shadow of Mordor and later Shadow of War were lauded for their ‘revolutionary’ Nemesis Systems, which supposedly served to build meaningful rivalries, we wondered if we might’ve missed something. The community systems within Vampyr don’t fall similarly flat, realising the potential in attaching a player to what would otherwise be secondary NPCs by making every exchange consequential on multiple levels.
Exploring the quasi open world, rich with environmental detail and written lore as it is, can be as fruitful as conversing in the pursuit of useful information. You’re often kept to a relatively linear path by unpickable locks that gate progress, which isn’t an inherent issue, but is somewhat galling when you consider Jonathan has the ability to teleport and could feasibly get anywhere, but arbitrarily can’t outside of designated contextual prompts. Regardless, streets and interiors alike are a dark and moody treat to turn over for crafting components, used to upgrade weapons and produce injectable buffs that aid in violent confrontations with humans, vampires and additional beasties.
As an immortal, Dr. Reid eats bullets for breakfast, but the likes of fire and holy symbols will quickly turn the tides. Each enemy has their own unique strengths and weaknesses, which, when coupled with a range of classes, create a varied opposition that present challenge in numbers. They’ll work in synergy to bring you down, necessitating knowledge of their respective attack patterns and target hierarchy.
The community systems within Vampyr attach players to what would otherwise be secondary NPCs, making every exchange consequential on multiple levels.
Bouts are fast paced and scrappy, very similar to Bloodborne both visually and mechanically, seeing you lock-on to a single target before launching attacks and dodges at the cost of stamina. Firearms can be equipped to the off-hand when using a one-handed weapon and unloaded without need to manually aim, or, alternatively, a secondary off-hand melee weapon can be used to inflict negative status effects, like a stun that presents feeding opportunities.
This is where the more unique aspects of combat come into play, as you’ll periodically want to clamp your jaws around someone’s neck to keep your blood gauge topped up - blood being required to perform a range of lesser and ultimate abilities that range from simply healing yourself to boiling an opponent’s blood. There’s really a lot at your disposal, but it’s hard to shake the feeling that combat here isn’t nearly as polished as its clear inspiration, lacking the same engaging challenge thanks to some simple exploits.
Animations can also come off as a little stiff, pulling you out of the moment in the midst of an otherwise satisfying combo, but even on the odd occasion that Vampyr underwhelms visually it continues to impresses aurally. Battlecries are particularly guttural, while theatrical voiceovers commit to the patchy script with convincing verve, all complemented by the bellowing chelos and screeching violins of an excellent - and also decidedly Bloodborne-esque - ambient soundtrack.
Whilst Vampyr can feel overly familiar in certain areas, it borrows from the top and at its core holds a unique and intelligent social framework that intertwines engaging themes and characters to birth an enthralling, meaningfully manipulable narrative. It mixes up the conventional RPG structure whilst maintaining a nice balance between management, conversation, combat and exploration to retain the same moreish X factor that made so many fall in love with the genre to begin with. If you can take the rough with the smooth, you’ll find a lot to love in what’s easily DONTNOD Entertainment’s best game yet.
Based upon Games Workshop’s popular tabletop franchise, Space Hulk: Deathwing attempts to do for 40K what Vermintide did for old school Warhammer. While Deathwing is a unique and often exciting FPS onslaught in the vein of Left 4 Dead, it doesn’t quite meet the high standards set by its inspirators.
Deathwing is a unique and often exciting FPS onslaught in the vein of Left 4 Dead.
That tactic comes in particularly handy, as the game’s touch-and-go encounters can otherwise be overwhelming. Space Hulk: Deathwing bombards you with hostiles while requiring you to juggle priority targets between them, often as you’re confined to dark and claustrophobic spaces only sporadically lit by muzzle flashes. These moments invest you in the fight by making your squad of hulking marines - with infinite ammo to boot - feel small and vulnerable, but they could easily have been elevated further.
The game very sparingly utilises an ambient soundtrack, placing a focus instead on its (mostly) strong and encompassing diegetic sound. This isn’t inherently bad, but an adaptive soundtrack that ramped up alongside enemy spawns would’ve made for absolute magic in these situations.
Space Hulk: Deathwing also struggles when it comes to graphical presentation, largely looking fine in busy motion, but falling apart should you stop to smell the roses. Flat textures, strawberry jam blood effects, ropey animations and more stick out like sore thumbs as you traverse the darkly Gothic halls of the game’s labyrinthine spaceships.
On that note, environments are sprawling to their detriment at times, requiring you to frequent the map screen so as to not get lost in backtracking purgatory. Whilst a spattering of explosive barrels and flame-spewing pipes make areas lightly interactive, their similar aesthetics and objectives don’t offer up enough variety to maintain interest between missions or temp you off the beaten path in search of collectibles.
Unfortunately, this sews the seeds of tedium as you work through the campaign’s nine lengthy chapters, making the notion of revisiting areas to complete randomised special missions in a secondary mode an unattractive one, even if there are alternate routes to take.
Environments are sprawling to their detriment at times, requiring you to frequent the map screen so as to not get lost in backtracking purgatory.
Lacking replay value is easily Space Hulk: Deathwing’s biggest stumbling block, considering that’s generally the foundation for this breed of shooter and was no doubt intended to be here. Throw in technical issues like dropped frames and crashes and the experience definitely doesn’t feel “enhanced”, as the title suggests, though it’s worth noting that we were playing a pre-release version.
Overall, Space Hulk: Deathwing - Enhanced Edition is a game at odds with itself, boasting some brilliantly implemented ideas alongside weak alternatives. Its gameplay foundation is (mostly) structurally sound, yet the surrounding accoutrement hold it back. Despite the issues, as ever, gameplay is king, so we’d say it’s still worth a look if you’re in the market for a co-op shooter to dip in and out of with friends, especially if you’re fans of the source material.
Valentina, Beta, Alexxis, Jay… they're dead. They're all dead. While we mourn their passing, their permadeaths serve as an example of one of the greatest strengths of State of Decay 2.
As a newcomer to the series, it turns out that the complete breakdown of society can be pretty brutal.
Later, when your community swells and you gain enough influence (the game’s de facto currency), you can claim locations ranging from small, resource gathering outposts, to electricity generating power stations and even makeshift forts constructed from shipping containers. Each new locale has its own advantages and how you manage your growing empire, customising locations further with mods and upgrades, is up to you.
That said, it’s advisable that you take council from your community as morale upkeep is a constant battle in such dire circumstances, as one might expect. Sacrificing a building slot to set up a garden or fashion a lounge (in which you can install an original Xbox) can work wonders in keeping everyone cheery.
As time goes on, your survivors will improve their skills based on what actions they perform. While the game wants you to feel you're developing fleshed out characters in a manner akin to the likes of Skyrim, the reality is that skills are fairly limited, and you'll just want to make sure most of your population go for a run once in a while to boost their stamina, or they'll quickly become overwhelmed in a bout of fisticuffs.
What is unique to SoD2, and arguably the main motivator in investing you in its characters, are a collection of 100+ more mundane traits such as “Car crash survivor”, “Cat lover” and “Flatulent”, all of which have passive effects. When each survivor gains enough standing in the community their individual skill is unlocked, such as “Yoga instructor”, offering an amusing look at their pre-apocalypse lives. While these abilities sadly don't unlock a suite of oddly juxtaposed mini-games, they do offer depth at fairly low effort.
There's another side to this of course, in that not everyone gets on, so they can start fights in your absence or generally become disgruntled. If it comes to it, you might have to take the difficult decision to exile them for the greater good, though generally they do go quietly.
The same is true of the different AI factions, known as enclaves, which can get cheesed off if you repeatedly ignore their requests for help or side with other enclaves over them in disputes, potentially leading them to become hostile and spoil for a fight.
All of these elements comes together in a very compelling simulation, with the downsides to the experience so far (much of which lacked the minor polish brought by the game's hefty 6GB day one patch) being technical.
Zombies can drop in from about 20ft in the air as you approach, using vehicles places your life in the game’s hands as they can randomly flip out or explode, and the AI often behaves unpredictably, to the extent that more than once our fellow community members have perished in relatively mild peril.
Using vehicles was something we hardly dabbled in throughout the game's opening hours, assuming them to be too much of a zombie magnet, but in reality to reap the full rewards when scavenging around the map - in particular valuable resources like food or medicine - their boot/trunk space is quite essential. Casually opening a car door to obliterate a squishy zombie as you pass them at speed also never ceases to be messily fun...
Everything comes together in a compelling simulation, with the downsides to the experience so far being technical.
Another significant drawback is the lack of direction on hand for new players; a handful of prompts keep recurring, but seemingly there's little to lead you into new experiences as you’re drawn deeper into the game. On top of this, plenty of basic options like trading items between you and a follower out in the field are far from a simple button press away, taking us back to pre-Resident Evil 5 levels of AI buddy management.
Same applies in co-op, where up to three guests can venture into the host’s world and loot their own unique supplies to take back home with them, but should you want to swap items amongst one another it’s a cumbersome case of using menus to drop them on the ground before rifling through piles of stuff and picking up the relevant drops. There’s also a limiting tether that stops players from straying too far apart, but if you’re committed to watching each other’s backs that shouldn’t be too big of an issue.
Setting a few more minor bugs aside, the overall experience is stable, no doubt aided by the graphical sacrifices that see SoD2 appear visually underwhelming even with the added oomph of the Xbox One X at its disposal.
Whether SoD2 is for you depends on how you attribute value based on look and feel versus raw gameplay. If you favour the former, it certainly doesn't have many “wow” moments to entice you, or make for a particularly good sizzle reel, but the gameplay over time is undeniably compelling.
This post-apocalyptic world effortlessly encourages you to leave the safety of your home and explore just one more area, run over just one more zombie or pick up just one more follower, without drowning you in endless map symbols. Nor does it penalise you too much if you decide to be really heartless and ignore individuals’ needs (*cough* Sam *cough*), resulting in an unparalleled sense of freedom that allows you to craft your own narrative without completely abandoning you to your own devices in the process.
In all, at its basic price point, the game is well worth picking it up, and if you nab it as part of a Game Pass subscription you'll likely find even better value for money. With different areas to settle, origin stories to experience, and enclaves and survivors to encounter, there's plenty to keep you busy until the previously outlined DLC expansions arrive, but, for the time being, if you'll excuse us, we have a wind power station to claim.
Having hit HTC VIVE and Oculus Rift late last year, Killing Floor: Incursion has finally made the transition to more budget-friendly hardware in the form of Sony’s PlayStation VR headset. Bringing the Killing Floor series’ gory brand of sci-fi horror to a new dimension, Incursion is a mix of old and new that achieves varying degrees of success.
An annoying cooldown feature disallows teleporting multiple times in quick succession, wasting no time in convincing us that free movement was the only way to go.
Fortunately, the game fares better at instilling chills in other areas. In spite of some graphical pop-in and general fuzziness, the largely dark and moody settings make for tense and grimly detailed places to explore, aided every step of the way by incredibly effective use of 3D audio. The sound works best in confined spaces, which also happen to be locations where the aforementioned cheese strategy won’t do you any favours, making for a potent mix.
While the campaign is relatively brief at around four hours, bringing along a friend for co-op and/or graduating to the higher difficulty level are motivators for at least a second playthrough. That said, most of your time with Incursion will likely be spent engaging with Holdout mode, which is more the survival onslaught you’d expect going off Killing Floor’s past form.
Perhaps unsurprisingly, considering it centers on the series’ bread and butter, Holdout is the highlight regardless of relying on such a prevalent trope. Playable solo or two-player, just like the campaign, the mode introduces a range of power-ups and an over-the-top announcer that grows more and more excited as you build a score multiplier by chaining headshot kills.
Here any semblance of ambiance is dumped in favour of piping in Killing Floor’s signature heavy metal soundtrack, its breakneck tempo mirroring the frantic pace at which you’ll need to physically swing melee weapons or dual-wield firearms in order to survive the intensity. Two Move motion controllers are required to play, which you can do either seated or standing, and they mostly do a sterling job of keeping up with the frantic flailing as you make use of the game’s narrow selection of murder implements.
The overwhelming nature of Holdout’s pulse-racing encounters can easily get you flustered, causing you to fumble the somewhat button-heavy controls as your brain struggles to process inputs on top of inputs, inevitably seeing you mobbed and mauled by the ugly enemy troop with no concern for personal space. It’s here a few desperate weapon whips, punches or pushes come in handy, but not nearly as much as having a co-op partner capable of a well-timed rescue.
Holdout mode dumps any semblance of ambiance in favour of piping in heavy metal, its breakneck tempo mirroring the frantic pace at which you’ll need to act in order to survive the intensity.
Combat is satisfyingly visceral as standard, though there’s something supremely pleasing about cutting the arms off an enemy that’s reaching out to grab at your teammate; it’s also hilarious when said teammate then picks those severed limbs up and wiggles them around like wet noodles… Puppeteering the sagging jaw of a decapitated head for one another was a similarly macabre hoot, though more human interactions like simply reciprocating a wave to an online stranger or swapping weapons with one another is pleasing in itself.
Unfortunately, our time online has been hampered by spotty connections, which, coupled with a sparse selection of just five small maps (one of which is a timed PS VR exclusive), calls longevity into question for all but the most ardent highscore chasers.
When a simple horror shooter in the vein of The Brookhaven Experiment would’ve fallen so easily into place with the Killing Floor property, it’s a pleasant surprise to see Incursion go the extra mile and prove an adventurous experience more akin to Arizona Sunshine. Despite the comparisons, Incursion carves out it’s own niche by translating the Killing Floor series’ dark humour, heavy metal stylings, and sparing use of slow motion to highlight its most gloriously gory moments to a new format. On the whole, it’s an enjoyable VR shooter that unfortunately finds itself in the middle of a very crowded market.
Upon discovering a planet with a biome conducive to habitation, Axiom Space Agency deploy a probe to scan the new world. They find intelligent life and decide it's prudent to observe this species before making first contact.
The messages are prominent enough to easily draw the eye, ensuring you won't miss a single one, whilst fitting in nicely with the game’s futuristic aesthetic. Visually it evokes a certain familiarity, contrasting dark blues and greys with stark, gleaming whites. Further accentuating this with bright neon hues makes the Espial feel like any of the other spacecraft we've served on throughout our gaming career, though a pervasively uneasy atmosphere does serve to set it apart.
The Station’s narrative is masterfully weaved, giving hints throughout to those with a keen eye.
Which brings us to the real draw: the plot. The Station’s narrative is masterfully weaved, giving hints throughout to those with a keen eye, but ultimately keeping you in the dark until it reaches its climax. Everything comes together right at the very end, which left us mentally replaying key moments and realising their significance as the credits rolled.
The accompanying musical score is barely noticeable at first, allowing you to fully concentrate on the audio messages and sounds coming from elsewhere on the ship, before building to a shattering crescendo as you approach the finish line, adding more than a note of tension.
You can expect the whole experience to last an hour or two, depending on how diligently you explore. Repeated playthroughs will cut that time drastically, though there's relatively little to draw you in for a second round.
Some slight control niggles, a somewhat awkward map and limited gameplay interactions don’t necessarily make The Station a great videogame. Its story, however, makes it a fantastic experience that couldn't be conveyed with as much impact in any other medium.