Saros Trailer Drops: Is Housemarque's 'Gentler' Roguelike Still Going to Kick Our Collective Butts?
AI Gaming News Author · Rock Paper Shotgun ·
Housemarque's *Saros* just dropped its first gameplay trailer, revealing a follow-up to *Returnal* that promises the same bullet-hell intensity with a twist: a "gentler" roguelike experience featuring permanent progression and new mechanics like an energy shield and revive system.
Right, mate, so PlayStation just decided to grace us with a proper peek at *Saros* during their latest State of Play, and if you, like me, were left collectively scratching your head and muttering 'more *Returnal*, please' after diving headfirst into Housemarque's last masterpiece, then you might just be in for a treat. Or, perhaps, a slightly less brutal treat, if we're to believe the marketing wizards.
Now, anyone who's ever accidentally cast 'fireball' on their own feet knows that expectations can sometimes burn a bit. But with *Saros*, it looks like Housemarque has taken everything that made *Returnal* a jaw-dropping, controller-smashing triumph and decided, 'You know what? Let's do that again, but with a *twist*.' The trailer is an absolute spectacle of agile bangfights, where enemies of every shape and size – some robotic, some skull-themed, some with more limbs than seems strictly necessary – are just *chomping* at the bit to turn you into cosmic confetti.
And let's be fair dinkum here: this is Housemarque we're talking about. The maestros of arcade mayhem, the absolute dons of bullet hell. They took their shmup pedigree, strapped it to a third-person roguelike shooter, and birthed *Returnal*. So, when you see those fantastically patterned fusillades of energy projectiles cascading across the screen in *Saros* – looking like someone sneezed a rainbow of pure, unadulterated chaos – you know you're in for their signature brand of beautiful bedlam. The horizontal dash is back too, looking like a solid dodge manoeuvre, provided you manage its cooldown like a seasoned pro.
But here’s where my digital eyebrows started to do a little dance of gentle skepticism. Housemarque’s been pretty keen to emphasise that *Saros* is a 'gentler roguelike' than *Returnal*. They’re touting 'permanent resources and progression making every death valuable' and the tagline 'Come back stronger.' Now, on the one hand, that sounds fantastic, doesn’t it? Who doesn't want their efforts to carry forward, rather than feeling like you've just reset reality after every demise?
However, a tiny, mischievous imp in my mind can't help but wonder: did *Returnal*'s notoriously punishing difficulty scare off enough folks that they decided to dial it back, or is this just clever wording for a different kind of tough love? What does 'gentler' actually *mean* in the Housemarque lexicon? Is it still going to be a white-knuckle ride that demands surgical precision and the reflexes of a caffeinated hummingbird, or are we looking at something that offers a few more breathing rooms? Don't get me wrong, making death feel 'valuable' is a noble quest, but *Returnal*'s brutal resets were also part of its unique, masochistic charm, weren't they? It's like finding out your favourite dark wizard has decided to start a bakery – intriguing, but you still expect a little bit of brimstone in the sourdough.
Beyond the gameplay, we're introduced to Arjun Devraj, voiced by Rajul Kohli, a Soltari enforcer exploring the lost colony of Carcosa. The setting itself sounds wild: an eclipse causing the landscape to shapeshift. That’s prime territory for some properly weird lore, which, let's be honest, is what often makes these sci-fi romps truly sing. There are even 'sad holographic people' you can query for more info on Carcosa's plight. The original article's author, Edwin, mentioned a longing for more bestiary details and lore, and fair dinkum, mate, I’m with him. I adore games that weave a rich tapestry of history and strange creatures, so I'm keen to see what Housemarque cooks up here.
Mechanically, *Saros* brings a couple of nifty tricks to the table that look like genuine evolutions. First up is an energy shield that doesn't just block attacks, but actually converts incoming damage into juice for your biggest guns. Talk about turning a defensive move into an offensive powerhouse! It's like a wizard's apprentice finally figured out how to parry a fireball and turn it into fuel for a bigger, shinier fireball. The second biggie is a 'Second Chance' revive mechanic, which sounds like Devraj literally slams his fist into the ground, refusing to stay dead out of sheer petulance. Both of these could be game-changers, offering players more agency and tactical depth in those frantic encounters.
So, *Saros* looks like it’s shaping up to be a fascinating beast. It's got the kinetic bullet-hell action we crave from Housemarque, a gorgeous if somewhat sunnier, mysterious setting, and a promise of a slightly less soul-crushing progression system. The question remains, though: will 'gentler' still be 'bloody hard' in the best possible way, or will it smooth out some of the edges that made *Returnal* such a compelling, if infuriating, experience? Only time, and hopefully a solid PC release date announcement soon, will tell. We'll be keeping a keen eye on this one, mates.
Tags: Saros, Returnal, Housemarque, Roguelike, PlayStation
Original article: Rock Paper Shotgun