Like plenty of Alien fans, I’ve spent my fair share of time wondering how well I’d do if I ended up in an Alien situation, stuck on a busted ship in a corner of space in a game of survival against terrifyingly resilient creatures. Turns out: Maybe not that bad, if Alien: Rogue Incursion is any analogue. I had steeled myself for my playtime with Servios’ upcoming Alien VR game to be overwhelmingly terrifying with Xenomorphs lunging at me to the point where I would struggle with my coordination. And it certainly had moments of classic Alien horror: Watching from below the grates as a Xenomorph drags a body over the rafters hits a little differently when it’s seemingly happening directly above your head. But Rogue Incursion was never endlessly frenetic. If anything, it deliberately moves slowly in parts to spatially acclimate and give people like me, who can’t help but touch things that are laying around, a chance to explore and discover the story of this Alien property for myself.
That’s what Alien: Rogue Incursion’s creative director TQ Jefferson was going for when he pitched it, as he explained after my demo. The team wanted to find the “white space” of the franchise, the areas that “haven’t really been touched yet,” where they could go in and craft something original. The result is a cinematic experience that isn’t obsessed with leveling up or unlocking map areas, but a story where the player themselves, through the main character, feels the urgency to find a path forward to survive. In Rogue Incursion, which was made concurrent to Alien: Romulus but on a different, compartmentalized track, the very badass Colonel Marine with a back problem, Zula Hendricks, needs to find her friend in a new corner of space. But of course, it’s not that simple on a ship infested with nests of Xenomorphs. Rogue Incursion’s writer, Alex White, was careful to build out the lore that’s shared, obviously, via dialogue between Zula and the Synthetic Davis and ephemera, like HR emails that
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