I only briefly mentioned the target lock system. It is a simple lock on reticule that can be locked to multiple targets before unleashing your attack. This comes in handy with ground enemies or bosses. The encroachment is another odd feature. It determines how many enemies you will face.
Low encroachment means more enemies.
This feature is only useful for score seekers however as it affects nothing else important. The last feature I will mention is completely out of the shooter element, but adds interest to RayCrisis . Never does the game feel like it is going fast. The levels move by slowly and methodically. At first the enemies seem like this too.