Mark Acero, a combat designer at Survios, recently shared his insights into Alien: Rogue Incursion’s distinctive difficulty system, which he takes great pride in. In an internal interview, Acero discussed several intriguing components of Alien: Rogue Incursion, offering an exclusive perspective on the game’s development.
Alien: Rogue Incursion is an immersive first-person horror experience crafted for VR platforms. This thrilling game launched on December 19th for Meta Quest 3, PlayStation VR2, and Steam VR, setting the stage for an intense adventuring experience.
Reflecting on the game post-launch, Mark Acero highlighted the inspiration and intricacies of its difficulty settings. This exclusive interview provides a peek into the creative processes behind the game, as shared with Game Rant.
Insight from Survios’ Combat Designer on Alien: Rogue Incursion’s Design Philosophy
Q: Can you walk us through the creative journey behind Alien: Rogue Incursion? How did you navigate the challenge of honoring the Alien franchise while adapting it for VR?
A: Respecting the Xenomorphs was a core principle in our design. Creating genuine fear was critical—after all, that fear is essential for capturing the essence of the Alien universe. The Xenomorphs needed to be deadly, strategic, and elusive to keep players on edge. In VR, these creatures fully utilize the 360-degree environment, attacking from unexpected angles and utilizing their surroundings for stealth and surprise.
Q: What were the differences in designing for VR as opposed to traditional PC or console games, especially regarding mechanics and player interaction?
A: Adapting to VR meant embracing realism and immersion in every action. For instance, reloading wasn’t a simple button press. We opted for a realistic, hands-on approach—users physically handle their weapons by exchanging clips and chambering bullets, each gun offering a unique reloading interaction. This elevates the player’s presence in the game’s world, drawing them into the Alien universe as a visceral reality rather than merely a game.
Q: Where did you find your inspiration for Alien: Rogue Incursion? Was there any specific media in the franchise that influenced your approach?
A: The movies Alien and Aliens were significant influences. For the Xenomorphs’ behavior, I often reference scenes from these films—slow, calculated movements that build dread. They’re not frenzied, mindless attackers but careful hunters, taking time to instill fear before striking. Scenes like Ripley’s rescue of the squad in Aliens influenced how we approached group combat and Xenomorph strategy.
Q: How did you ensure a continuous sense of horror and tension in the player’s journey? What elements did you emphasize to make the VR experience both immersive and impactful?
A: It’s all about anticipation and building a suspenseful atmosphere. Fear often stems from what’s about to happen rather than the event itself. The motion tracker, with its iconic blip, plays on this tension. We’ve crafted gameplay to allow fear to simmer and anticipation to build, so players are acutely aware of the lurking threat before it materializes. It’s a balance between surprise and slow-burn tension.
Q: What part of the game are you proudest of, and what emotions do you hope players will experience?
A: I’m incredibly proud of our Xenomorph design. We spent countless hours perfecting how they move, attack, and interact with players to make them feel like they’re part of the Xenomorph lore. The adaptive difficulty is a highlight; instead of just increasing enemy strength or damage, we refined the AI to offer more dynamic and challenging encounters. Players will feel the pressure to remain precise and focused, with strategic shooting being vital for survival.
Alien: Rogue Incursion is available now on Meta Store, PlayStation Store, and Steam for $39.99. A Digital Deluxe Edition, featuring additional cosmetic extras, is offered at $49.99.