Alien: Rogue Incursion – Part One: Evolved Edition Review by Nick Navarro
I’ve played plenty of Alien games over the years, but few have carried the same kind of reputation as the now horror classic “Alien: Isolation” for me, but with “Alien: Rogue Incursion – Part One: Evolved Edition” my interest was very piqued. Originally released as a VR-exclusive last year, it quickly earned attention for how effectively it made players feel hunted by Xenomorphs. Now Survios has returned with “Alien: Rogue Incursion Evolved Edition,” a non-VR version designed for consoles and PC. While I never had the chance to try the original release in VR, it’s clear from the way this game plays that it was built with virtual reality in mind first. What we have here is an atmospheric but noticeably diluted version of the same story, tailored for players who don’t have access to a headset.

The premise is as straightforward as it is enticing for longtime fans of the franchise. Set between “Alien” and “Aliens,” the story follows Zula Hendricks, a rogue Colonial Marine who has appeared in several “Alien” comics and novels. She’s sent to the remote planet Purdan to investigate a distress call, which soon leads her to a Weyland-Yutani black site crawling with Xenomorphs. Zula’s tough, resilient nature makes her a great lead, and I appreciated seeing her get more attention in a medium where she hasn’t often appeared. Alongside her is Davis 01, a synth companion who provides occasional support. The setup hits the right beats for an Alien story: secrecy, corporate overreach, and creatures that stalk you at every turn.
From the beginning, it’s obvious how much love Survios poured into the world-building. The facility on Purdan is oppressive and lonely, filled with shadowy corridors, flickering lights, and an ominous hum that never lets up. The environmental design is fantastic, successfully nailing the claustrophobic feel that defines the best moments in the series. Every corner has that tension of wondering if something is about to crawl out of the darkness. Even though I knew the game wasn’t built to be as terrifying without VR, the sound design, lighting, and overall spectacle still drew me in. Unfortunately, the game doesn’t quite maintain that sense of dread across its entire runtime. The Xenomorphs are visually striking and retain their unpredictability, but they don’t inspire the same fear here as I imagine they did in VR. Without the immersion of having them tower over you in first person, they often feel more like typical video game enemies than the unstoppable predators they’re meant to be. Combat plays out with a standard mix of firearms and limited resources, and while it’s serviceable, it lacks the intensity I was hoping for. What should feel like a desperate fight for survival often ends up closer to routine action-horror.
That being said, there’s still fun to be had. The game features a strong atmosphere, cinematic presentation, and enough set pieces to keep things moving. The visuals have been rebuilt for PC and console, offering 60 fps, 3D audio, and even haptic feedback and adaptive trigger support on PS5, which is something I always appreciate. These features help add some immersion, but at the same time, it’s hard to shake the feeling that this version is a downgrade rather than an evolution. The graphical upgrades are minimal compared to the 2024 release, and outside of smoother performance, there’s not much here that feels truly new or reimagined. One of the most frustrating elements for me was the pacing in the second half. The game leans heavily into backtracking, which makes exploration start to feel repetitive. The initial thrill of creeping through tight corridors loses its punch when you’re revisiting the same areas multiple times, especially when the encounters begin to blur together. On top of that, the story’s ending is bound to frustrate many people. It closes on a sharp cliffhanger, reminding you that this is only part one of a larger saga. While I don’t mind serialized storytelling, the way this game builds tension only to pull back left me feeling more unsatisfied than eager.
Still, I can’t deny that “Alien: Rogue Incursion – Part One: Evolved Edition” captures the look and feel of the Alien universe better than most games that have come before it. The sound design alone is enough to immerse you in its world; the shrieks of the Xenomorphs, the hiss of machinery, and the uneasy silence that follows each encounter all stick with you. As a fan of the series, I found myself appreciating the attention to detail and the chance to step into a story that fits neatly between the first two films. It probably doesn’t hit the highs of its VR counterpart, but it does enough to keep the spirit alive for those of us playing on a standard screen. At the end of the day, I see this edition as a compromise. It exists to give more players access to the game, and in that sense, it succeeds. Alien fans without VR get the opportunity to experience Zula’s journey, and while I’m sure it doesn’t fully replicate the sheer terror of its original format, it still delivers a solid action-horror ride. I came away with mixed feelings, impressed by the atmosphere and storytelling but underwhelmed by the gameplay balance and the lack of fear that should define an Alien experience. If Survios can build on this foundation and restore the intensity for part two, we might finally get the flat-screen Alien game fans have been waiting for.
7/10
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Related: Nick Navarro Reviews
Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87


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