VR Gameplay Mechanics In 'Killing Floor: Incursion'

It may come as a surprise to you that it was a surprise to some of Oculus’ choice game developers when the company announced roomscale tracking for the Rift at last week’s Oculus Connect 3 (OC3) event.

In fact, the first thing I thought when the roomscale feature (not to mention the Guardian safety system) was announced from the OC3 stage was, "Uh oh, what's Tripwire going to do with Killing Floor: Incursion?"

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Seth Colaner previously served as News Director at Tom's Hardware. He covered technology news, focusing on keyboards, virtual reality, and wearables.

  • MrBonk
    "your instinct is to physically turn instead of using the snap mechanic. "
    OR you know, play the game enough until you get used to simply using the snap mechanic.
    You can't expect to instantly get accustomed to something new when your natural reflex is to do something else. It's called a learning curve.
    Reply
  • SockPuppet
    You should probably try VR once before telling the developers how to do their job.
    Reply
  • wifiburger
    oh yeah bring on the "why it's failing" or "why immersion is killing this or that" the way I see it it's a display strapped to your head as the main problem ! of course they will never admit that,
    Reply
  • G0nz0
    @mrbonk well considering its VR your first instinct will always be the natural one. on top of that the snap mechanic your talking about im sure will make most people sick playing with VR. using inputs that change a view without the head movement providing those inputs are huge problems with VR. i myself can sit in a boat in rough seas without problems but trying to play TF2 with the head tracking off and my mouse controlling the view starts to cause sickness within 5 mins for me. ive made it to the 45 min mark but that was rough and i almost threw up. for someone that doesnt handle motion sickness well id bet that just a few quick snaps and they arent feeling well. shoot id bet u that some people fall right over.
    Reply