One franchise that seems made for virtual reality is Alien, the use of the medium really could build that true tension of being trapped with the Xenomorphs in a station. So, when one was announced and being made by an experienced studio like Survios I was excited for the title, the question is did anyone hear me scream?
Release Date: December 19th 2024
Developer: Survios
Publisher: Survios
Price: US $39.99 / CA $53.49 / €39,99 / £32.99
Reviewed On: PlayStation VR2
* Access Provided For Review *
You are put into the boots of Zula Hendricks an ex-Colonial Marine who wants to expose Weyland-Yutani’s blacksite experiments. Leading her on a dangerous mission to investigate an SOS from the backwater planet Purdan, home to a long-defunct mining colony. With her ever-present synth companion Davis 01 for guidance, Zula must infiltrate the infested Gemini Exoplanet Solutions research facility and survive.
I think and lot of people including myself were expecting Alien: Rogue Incursion to play more on horror than anything, this may be due to the success of Alien: Isolation and the horror and tension that game built. However, given Survios’s background in the VR arcade scene, it seems they decided to stick to their roots and make the game more arcadey.
This feeling is given by the Xenomorphs spawning way too often, especially as you approach the later parts of the game – which by this point when you are moving around the facility you just run point to point and ignore them when you can. When it comes to the Xenomorpths I was impressed by the AI on how they approached you and their general movement, as they seemed to come from the best way to get the jump on you, be it the roof, walls or vent system. The issue came was once they were on the floor and ready to attack they mainly just seemed to run or occasionally leap at you – with the later being where they manage to do damage. But, once they attack you can usually take care of them with no real worry, with one of your three weapons – which really cements that arcade feeling.
Don’t get me wrong at first you will feel a lot of tension and suspense as you approach and enter the base and will have the motion detector out, and fearing what could approaching. Unfortunately this does dissipate when you realise how often they spawn, and having the motion detector stored on your arm and the beep of it is enough – making it a pretty much useless element of the game. I would have loved to see less Xenomorphs but, ones that are more intelligent to make the full use of the motion sensor and keep that tension the franchise allows.
Other than the Xenomorphs you do also come across some Facehuggers, although these are few a far in between the seven-hour campaign. I would have loved to have seen these used a lot more effectively throughout the ship, just rather at a few set points. This would have certainly built more tension, as you wouldn’t know what the motion detector was picking up and having these leap at you as you explore could really cause some scares.
As aforementioned in order to dispatch the Xenomorphs and Facehuggers you are provided with three weapons, these are a revolver, a pulse rifle and a shotgun. Personally when I had all three weapons I found my self sticking to the pulse rifle, and the others coming out when I ran out of ammo for the pulse rifle – which is not too often. They also give you some proximity grenades that come in useful for set points of the game but, I didn’t find myself needing to use them that often. When it comes to health you can carry a set number of medical syringes on you for when you take damage. These are never to hard to locate in the lockers, cupboards or cases strewn throughout the Gemini Exoplanet Solutions research facility, and you will never really find a point where you don’t have more than one in your inventory.
Outside of the shooting you will also have Insulated Clamp which is used to re-route circuit boards to sometimes open doors, turn on terminals you might need or remove power from something. Your Datapad which will show all your objectives, the map of the research facility, to play audio logs you find or connect to terminals to read messages or carry out actions required for your objective like unlocking doors or cycling power. Finally you have your PDT card which will require new level access profiles added to it as you go around the facility to make sure you can get everywhere you need to go.
With this in mind, it means you end up doing a lot of back tracking around the facility, as you look to collect items you might need from another part of the station, get extra access levels or need to use set terminals. I found in the closing parts of the game they relied on the back tracking a bit too much – which seemed like it was put in just to extend the games length and became a slight frustration. This was not helped by an issue I was facing with the objective points on the map failing to update at times, which I found was fixed by closing out the game and reloading it. This meant getting to the closest Safe Room to save my game first, luckily there are quite a lot of these in the facility. I am glad they have put these around the facility so much, because there is no auto save function in the game and, I would recommend if you pass one save just in case. I died once after not saving for a while, and was a bit frustrated at myself with how much I had to do again. I am hoping they fix the objectives not updating with a patch post-launch as it did happen three or four times to me, and it was annoying having to quit out.
As soon as you step off your ship, make you way to and enter the Gemini Exoplanet Solutions research facility you can tell this is going to be a visual great game. With the lighting and fog really bringing the facility to life and the blacks on the OLED displays and colors of the lighting only helps makes it feel that much more visually impressive. The Xenomorphs and Facehuggers look fantastic as well, helping you feel like you are in the Alien universe, which in VR feels more real than it ever has. This has been finished off with a nice little touch with your shoulder light, which comes in handy as you explore the dark corridors, but go into a foggy room and it becomes more of a hindrance to your vision and its best to turn it off.
With the facility being brought to life even more by the environmental sounds finishing off that immersion of being isolated as you explore. With the noises of the Xenomporths scurrying around the facility, be it above you, beside you or coming from an open vent, the 3D audio has been perfectly implemented. Add to this great voice acting for Zula, Davis 01, the voice notes and even the other synths you might encounter on the station – even if their lines are repeated. Meaning you are never really taken out of the immersion in the game. Also, at one point of the game an effect used on a voice really give me a shiver down my spine but, I wont say more or spoil it for you.
One concern I had when I knew the game is going to be dark with the PSVR2 was, would the Mura ruin the experience – as this is a very possible outcome with Sony’s hardware. When I was playing the game, I never really noticed it, which is likely helped by having the shoulder lamp on most the time you are moving around the facility. But, when turning if off and going into a dark corner for a test I could see it was there, but not to a game breaking level.
For this review I also got the chance to check out the PCVR version of the game. Where the visuals we on par with the PSVR2 in details, I found in the PCVR version the lighting and colors seemed a lot more natural, which for me made the PCVR version my favored platfrom for the title. This more natural feel to the colors made it that little more immersive.
Posture | Supported |
---|---|
Standing mode | Yes |
Seated Mode | Yes |
Artificial Crouch | Yes |
Real Crouch | Yes |
Movement | Supported |
Smooth Locomotion | Yes |
- Adjustable Speed | No |
Teleport | No |
Blinders/Vignette | Yes |
- Adjustable Strength | Yes |
Head-based | Yes |
Controller-based | Yes |
Dominant Hand Switcher | Yes |
Turning | Supported |
Smooth Turning | Yes |
- Adjustable Speed | Yes |
Snap Turning | Yes |
- Adjustable increments | Yes |
Input | Supported |
Tracked Controllers | Yes |
Hand Tracking | N/A |
Gamepad | No |
Alien: Rogue Incursion brings the Alien franchise into virtual reality, leaning more on being arcadey than the horror I think most people were hoping for. With the game losing the tension you would expect with the amount of Xenomorphs that you take on, which amplifies the arcade feeling. However, personally I would preferred less Xenomporths that were more intelligent and this would have allowed it to still have an arcade feel but, keep the horror and tension that the franchise is capable of. The Gemini Exoplanet Solutions research facility has been beautifully crafted and brought to life with fantastic lighting and fog making you feel isolated as you explore. Which only makes you feel if the tension hadn’t been broken by the amount of Xenomporphs you take on, it could have easily had that horror feeling and sold the feeling of being isolated perfectly. The real questions are… Do I think this was the best use of the franchise? No but, did I have a good time overall with the game? Yes.