Alien: Rogue Incursion Review – Joy Division

This past spring, I traveled to Thailand to see where Alien: Earth, the upcoming TV show on FX and Hulu inspired by Ridley Scott’s famous series, was being filmed. As a horror enthusiast, it was thrilling to be part of some memorable scenes from the franchise. A VR game like Alien: Rogue Incursion offers a similar experience: Dive into the universe of Alien in a way no other game has before – at least not natively, as Alien: Isolation does have some player-created VR mods available today. However, Rogue Incursion doesn’t quite manage to evoke the spirit of the series due to several factors, but primarily because the main monster lacks the fearsome presence it once had.

Alien: Rogue Incursion breaks away from the usual pattern in video games inspired by the Alien franchise. Typically, games with a singular title draw inspiration from the original’s slow-paced atmosphere, while those prefixed with “Aliens” lean towards action-packed gameplay like James Cameron’s sequel. However, Rogue Incursion is unusual because it focuses more on fast-paced action against numerous Xenomorphs, making it feel more like an action game rather than the survival horror experience one might anticipate.

Although the creators appear to have drawn inspiration from Alien: Isolation, as evident in the design of their androids (which were initially introduced by Creative Assembly in 2014) and the inclusion of a movement scanner that can be manually retrieved from your inventory in VR, Rogue Incursion seems to pay homage to its forebearer. However, this connection is not consistently maintained throughout the game.

Initially, the game seemed poised to step into the same chilling realm that made Isolation a cult favorite, yet it swiftly became apparent why it wasn’t able to fully embrace that atmosphere: The enemies in this game don’t live up to the superintelligent hunters they were portrayed as earlier. My first run-in with a Xeno was underwhelming, especially considering my character, Zula Hendricks, is an AWOL Colonial Marine who supposedly has previous experience dealing with Xenomorphs. There was no tension leading up to the confrontation. At one point, a Xenomorph simply appeared in the room with me, I aimed my gun at it and shot before it could even retaliate. Hendricks seemed unfazed by this, but I couldn’t help feeling she should have reacted more strongly.

Instead of being as dreadful and seemingly invincible as expected, defeating this enemy turned out to be surprisingly effortless, even with the alien’s ability to move on walls and ceilings erratically. Given the scarcity of ammunition and the risk of missing while the Xeno is scampering about, I discovered in our initial encounter that it was more effective to remain patient. Once the monster positioned itself directly in front of me, I would swiftly fire all my bullets at it before it could attack.

In this approximately four-hour game, interactions typically follow a similar pattern. I’d acquire a new item such as a blowtorch to cut open a welded shut door blocking a hallway, or I’d figure out a puzzle, often dealing with the arrangement of electrical circuits to unlock closed doors. Shortly after, an alien or group would disrupt my mission. I’d remain still as they approached me, and then I’d swiftly eliminate them at close range with my weapon.

Attempting other strategies was pointless, using up ammo unnecessarily and making things more challenging for myself. Why rush? Moving before they got close only made matters worse, so I learned to face them directly, rotating in place when necessary, until they cleared a path for me and walked into my line of fire. There’s no element of stealth or evasion here, just waiting for the danger to come to me.

At certain moments, I can almost clearly perceive an enhanced gaming experience if I squint a bit. One aspect that makes virtual reality (VR) so engaging is its tactile gameplay. Things like drawing out my motion controller swiftly to replace an empty rifle with a sidearm, or manually handling the map in my hands to move around the game world are experiences that every VR game of this type typically provides. Yet, what keeps me captivated even after years and numerous games is the fact that these games often take place in settings close to my heart.

In an alien setting, these activities are fundamentally engaging, though not mind-blowing, due to the series’ exceptional art design. To some extent, it achieved this. Certain instances evoked a similar feeling as being on the set of the TV show. However, Quest 3 falls short in creating an immersive atmosphere compared to Rogue Incursion, which enjoys better visuals on platforms like Steam VR and PSVR 2.

The shadows appear less solid and detailed than intended, diminishing the immersive quality of the lighting. To optimize performance for this specific headset, visual detail in the environments has been reduced, making everything seem blurrier and less distinct. Character features such as faces look softened or “mushy.” In a suitable environment, the sudden appearance of a Xeno’s massive head from the darkness could be terrifying, but on Quest, the overall atmosphere falls short due to the limitations of the headset. It seems that even in stronger atmospheres, the encounters may not reach the same (high) standards set by the series’ most impressive moments.

In other words, although I haven’t personally played the enhanced versions of the game, based on what I’ve observed online, I believe that the lower specifications of the platform negatively impact the quality of the game in its Quest version. I understand and empathize with Quest players who are fans of Alien, as they may accept sacrificing visual quality for wireless freedom. However, in this particular instance, I feel that the immersive experience provided by a thicker atmosphere would outweigh the inconvenience of having a wire attached to your headset. My preference is still the Quest platform for VR gaming, but in this scenario, the trade-off might be justified.

Despite some shortcomings in maintaining the game’s immersive ambiance and combat interactions not offering enough depth or diversity to keep players engaged for long, the narrative is compelling – it’s worth mentioning that this is only Part One, with a sequel currently under development, leaving the storyline somewhat unresolved. Steering clear of spoilers, let me say that this game delves into themes that Alien fans will recognize but presents them from unique perspectives.

In addition to Davis, the android teammate, this aspect applies to some striking visuals that you’d recognize if you’ve watched the films. Rogue Incursion skillfully adapts these recurring elements and enhances them, which is quite impressive. It’s no surprise that this becomes a key factor in the overall experience, considering it was penned by Alex White, an author known for two well-received Alien novels. The choice to divide the game seems unusual, but at least the current content offers enough narrative intrigue to warrant tackling the game’s less appealing aspects.

Rogue Incursion game might be considered a decent Alien-themed VR experience on certain platforms, especially if you only have access to Quest 3 and are eager to play it due to unique features it offers. Despite better visuals on other headsets, this game’s monster encounters may still fall short. The VR tools provided are enjoyable, although not particularly innovative, but the game truly shines through its compelling narrative. If you can’t modify Alien: Isolation for VR play, Rogue Incursion is currently the top choice for an Alien VR game, but that doesn’t necessarily make it a strong contender overall.

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2025-02-25 02:09