Returnal's successor, saros, arrives – is it worth the wait?
Five years after Returnal captivated players with its potent blend of arcade action and roguelike elements, Housemarque’s latest offering, Saros, has finally arrived. The anticipation has been palpable – not only did Returnal become a standout title of the current console generation and a significant draw for early PS5 adopters, but the studio's subsequent announcement regarding their shift away from arcade-style games, the infamous “Arcade is Dead” statement, left many wondering what direction they would take. The wait, it seems, has been justified.
A new benchmark for ps5 gameplay
Early impressions are striking. I’m prepared to declare that, as of now, Saros represents the best overall gameplay experience on the PS5, challenging even the lauded Astro Bot. Beyond simply capitalizing on the DualSense controller’s advanced haptic feedback and adaptive triggers – which it does exceptionally well – Saros introduces a wealth of enhancements that elevate the experience to a genuinely delightful level.
However, before diving into the details, it's crucial to establish that Saros isn't a direct sequel. While sharing aesthetic nods to its predecessor, it exists within a distinct universe inspired by the work of H.P. Lovecraft. This isn’t merely a thematic echo; it's a full-blown homage, directly channeling the cosmic horror of Providence. The developers have meticulously woven Lovecraftian elements into the narrative fabric, naming the game's setting after Carcosa, a location famously utilized by Ambrose Bierce in his short story “A Habitation of Carcosa,” and even incorporating a character named Bierce.
Housemarque has poured considerable effort into crafting an ambitious and compelling sci-fi narrative. What hasn’t changed is the core gameplay loop that made Returnal so addictive, but the studio has ingeniously leveraged current Technology to maximize its potential. Rather than reinventing the wheel, they’ve refined what already worked, taking it to the next level within a familiar framework.
The environments are rendered with breathtaking detail – a technical achievement worthy of note. While the game doesn't boast a sprawling open world, it excels at environmental storytelling, immersing players in a world brimming with mysteries. Every statue and symbol begs for closer inspection, and the game’s architectural design, wild nature, and labyrinthine structure combine to create an immediately captivating atmosphere. The narrative unfolds gradually, a slow burn that differs significantly from the almost dreamlike quality of Returnal. Arjun, the protagonist, isn't a solitary figure like Selene; he’s part of a group of colonists dispatched by a major corporation to extract a valuable material known as “lucerite.” The narrative is presented in a fragmented, non-linear fashion, gradually piecing together Arjun’s backstory, which seems intertwined with a poignant love story—a thread I’m eager to unravel further.

Refined controls and enhanced difficulty
The gameplay itself is nothing short of exhilarating. Calling it “frenetic” would be an understatement. The initial zone, “Abyss Ridge,” seamlessly blends advanced Technology with rugged mountainous terrain, presenting a relentless gauntlet of traps, platforming challenges, and formidable enemies. Even the introductory cycles are meticulously crafted as a tutorial, with the player quickly realizing that the mechanics have been honed to perfection.
The fluidity of camera control, the optimal performance (reminiscent of a PS5 Pro), the responsive adaptive triggers, and the nuanced haptic feedback all contribute to an unparalleled level of immersion. The core abilities remain largely unchanged – a faithful continuation of what made Returnal so satisfying. The jump is still exhilarating, the movement fluid, and the auto-aiming provides a helpful assist without feeling intrusive. A radar and a useful minimap aid navigation, complemented by a selection of artifacts to enhance Arjun’s attributes. Three key stats – Authority, Resilience, and Determination – can be improved both during gameplay and at the primary camp as passive upgrades.
While I’ve only had the opportunity to play for approximately three hours, it’s already clear that Saros, like its predecessors, is designed with backtracking in mind. Areas initially inaccessible become viable once new abilities are acquired. Progression is also gated by boss encounters; defeating each unlocks new areas and, crucially, prevents the need to replay previously cleared sections upon death.
Housemarque has openly stated that Saros offers a more accessible experience. This translates to three key improvements: optional passive upgrades, an automatic save system, and the retention of progress upon boss defeat, eliminating the need to replay entire sections. The initial zone features a striking transformation – an eclipse that plunges the area into a darker, more perilous state. Cleverly, this transition isn’t repeated upon each death.
The first boss, “The Prophet,” masterfully integrates the mechanics encountered throughout the initial area, throwing a barrage of projectiles, employing frenetic patterns, and demanding skillful dodging. Based on this early experience, the game’s pacing feels noticeably faster and less frustrating than Returnal’s early hours. A newly introduced shield provides a vital layer of protection, albeit at the cost of offensive capabilities while active. Ultimately, the challenge remains stimulating, largely dependent on the weaponry and artifacts discovered.
Thus far, all encountered weapons have been projectile-based, with a selection of close-range melee options. Each weapon feels distinct, boasting unique firing rates and reload times. I’ve particularly enjoyed the faster-firing weapons, which sacrifice raw power for sustained damage. The visual details of the environment further amplify the immersive quality of the experience—the movement of fluids, the gravitational rotation of clouds, the atmospheric particles, and the dynamic sandstorms are all rendered with stunning fidelity. The sound design, spearheaded by Sam Slater (of Battlefield 2042 fame), is equally impressive, as is the dynamic lighting that constantly alters the environment. Take a moment to appreciate the sky or the protagonist’s armor; you won't be disappointed.
My expectations were high, and Housemarque has, without a doubt, exceeded them. With the promise of a potential multiplayer mode looming, I eagerly await the full release on April 30th, ready to dive deeper into this compelling world. A comprehensive review will follow shortly.
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