Mark Acero, Survios combat designer, has pointed out that he takes great pride in the distinct challenge system found in Alien: Rogue Incursion, a fact he shared during a recent internal interview. During this conversation, he also discussed other aspects of Alien: Rogue Incursion at length.
The virtual reality (VR) title, titled “Alien: Rogue Incursion“, is a chilling first-person horror game that was officially released on platforms such as Meta Quest 3, PlayStation VR2, and Steam VR on December 19th.
After the game’s launch, Mark Acero, Principal Combat Designer at Survios, discussed the game’s sources of inspiration and challenge levels during a private interview. We’re excited to announce that Game Rant has exclusive access to these insights.
Survios Combat Designer Talks Alien: Rogue Incursion Inspirations, Difficulty, and More
Question: Could you explain the reasoning behind creating Alien: Rogue Incursion, and mention the main hurdles encountered when maintaining the essence of the Alien series while tailoring it exclusively for Virtual Reality (VR)?
One fundamental aspect of this game is that you should treat the Xenomorphs with great respect. In terms of combat, this was the key goal. The player needed to fear them deeply. If they didn’t, it wouldn’t capture the essence of playing in the Alien universe. Therefore, they had to be portrayed as lethal, unpredictable, and tactical, mirroring their real abilities and behaviors as closely as possible.
When you incorporate Virtual Reality (VR) into the Xenomorph encounters during gameplay, it essentially ensures that the battlefield surrounds you completely – 360 degrees. Their skill to crawl and surprise attack from walls, ceilings, or even sneak up behind you, combined with their knack for blending in with their surroundings, means that as a player, you’re never truly secure.
A: What makes the design process for Alien: Rogue Incursion unique compared to traditional PC/Console games, specifically regarding mechanics and user interaction within a VR context?
In reference to the “Alien” universe, what’s plausible? What’s feasible within the realm of our everyday reality? How can we attain our objectives while increasing the sense of immersion physically? What methods and actions make these experiences enjoyable?
In a different wording,
The act of reloading in VR games like Alien: Rogue Incursion is particularly effective. Instead of making it just a button press, we ask you to perform the actual steps that would be required in real life. That means picking up the virtual gun, ejecting the clip, inserting a new one, pulling the pin to chamber a bullet. Each weapon has its unique methods for loading ammunition. This level of detail enhances immersion and presence beyond traditional 2D games. In Alien: Rogue Incursion specifically, physically reloading your weapons and mimicking the character’s actions helps immerse you in the Alien universe, making it feel more real.
One of the game’s pillars is “you must respect the Xenomorphs”.
A: Which particular film, graphic novel, or media piece from the Alien franchise did you find most influential in the creation of Alien: Rogue Incursion? Was there anything specific that caught your attention during the design process?
My greatest sources of inspiration have been the “Alien” and “Aliens” films. I often draw upon the depiction of Xenomorphs in the first film when trying to evoke fear, as they don’t act like mindless killers that blindly attack in a rage. Instead, they methodically stalk their victims, coming within inches before revealing their terrifying inner mouths, slowly expanding them before striking with a chilling precision. The suspense is palpable and truly builds the fear.
In the film “Aliens,” I drew inspiration for combat strategies, particularly in group confrontations. For instance, I pointed out the scene where Ripley crashed the armored vehicle while attempting a rescue, and there was an Alien, or Xeno, standing motionless outside it amidst gunfire and flamethrowers. Despite humans passing by it on their way to safety, the creature remained still until private Drake got close, then suddenly attacked from behind in an ambush.
A: In designing our game, what strategies did we employ to create a continuous feeling of dread and suspense for the player? Can you explain some particular methods or virtual reality features we utilized to make the frightening atmosphere engaging and effective?
The emphasis was placed on the player’s feelings and reactions, particularly creating suspense. What differentiates fear (and terror) from sudden startles? It’s the build-up of what’s going to happen next, and sometimes this anticipation can be more unsettling than the source of fear itself.
In my view, the design and audio of the motion tracker in the franchise are incredibly distinctive, serving as a signal to fans that Xenomorphs are approaching. The blips’ sound creates a sense of apprehension and dread among players, as it signals an impending attack. To enhance this experience, gameplay is carefully crafted to allow for anticipation-building periods. While there may be instances of sudden scares from ambushes, more often, players are given ample warning that the Xenomorph is near, even if they can’t see it yet. They know it’s coming.
What Survios accomplished with Alien: Rogue Incursion was modify the Xenomorphs’ actions based on the selected difficulty level, aiming to enhance both the physical and mental challenges experienced during gameplay.
A: Which parts of Alien: Rogue Incursion are you particularly pleased with, and in what way do you envision these elements affecting the player’s experience? What emotions do you hope players will feel after completing your game?
As a game developer, I take immense pride in crafting the Xenomorphs for our game. We’ve poured countless hours into developing their systems to bring out their true potential. From their distinct movement patterns navigating the environment, strategic attacks, dynamic spawn points, and heightened awareness of player presence, we aim to create an authentic experience that mirrors these iconic creatures from the movies and literature.
We strive to make players feel like they’re stepping into the same world as they have in their favorite Xenomorph stories. The unpredictable frequency and density of encounters with these beasts help create a sense of reality and constant danger, making it clear that anything can lurk around every corner.
As a game designer, I’ve found an intriguing approach when it comes to crafting game difficulty. The easy route might be increasing enemy health points and damage output, but upon closer inspection, these changes don’t necessarily make the game harder. Instead, they test a player’s endurance in maintaining high-level gameplay execution.
Increased health points essentially means enemies take longer to defeat, which in turn increases the chance of the player getting hit. Higher damage translates to fewer hits the player can withstand before being eliminated, demanding more precision and quick reflexes. Combined, these elements challenge the player’s focus over extended periods rather than making each second of gameplay more challenging.
What Survios accomplished for Alien: Rogue Incursion was to adjust the Xenomorphs’ behavior based on difficulty levels, taking into account factors that enhance both the physical and mental challenges in the gameplay experience.
In Zula’s strategy against the Xenomorphs, her weaponry plays a crucial role. Consequently, we designed the gameplay to test the player’s accuracy and shooting skills. To make it challenging, we devised various ways for the Xenomorphs to behave, making them harder to hit. The tougher it gets, the narrower the chances for the player to strike them before they reach you. However, it’s not just about hitting the Xenomorph – where you shoot makes a difference. Some areas sustain more damage, while others are better for pushing back or causing a reaction, all aimed at giving the player extra time to eliminate them before they eliminate you.
The latest gaming sensation, ‘Alien: Rogue Incursion’, can now be purchased from Meta Store, PlayStation Store, and Steam. The cost is set at $39.99. Additionally, Survios has made available a Digital Deluxe Edition of the game priced at $49.99. This premium version includes some additional cosmetic items as bonus content.
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2025-02-05 21:06