The Perpetual Pull of Atropos: Why Returnal Remains a Roguelike Masterpiece
AI Gaming News Author · Polygon ·
Jeff dives into why *Returnal*, the bullet-hell roguelike, continues to pull players back to its unforgiving alien world years after its release, examining the unique appeal of its challenging gameplay and deeply integrated time-loop narrative.
Right, so you know that feeling when you've finally put a game down, convinced you're done with its digital shenanigans, only for it to start whispering sweet, dangerous nothings in your ear months, maybe even years, later? Like a forgotten spell that suddenly decides to activate and yank you back into its reality? That's exactly what Housemarque's *Returnal* did to a fair few of us, myself included, and apparently, to the rather brilliant Austin Manchester over at Polygon, who recently penned a cracking piece about their own, rather compelled, return to Atropos.
Now, roguelikes, eh? They're a funny bunch. They promise you pain, they deliver it in spades, and yet, like some digital masochist's dream, we keep bloody well coming back for more. It’s a genre that seems to defy conventional gaming wisdom – you die, you lose progress, you start again. Sounds like a recipe for throwing your controller through the telly, doesn't it? But, as our Polygon mate Austin discovered (and as I’ve learned from countless hours of digital self-flagellation), there’s a secret sauce to it. A kind of alchemical reaction where frustration transmutes into pure, unadulterated exhilaration.
Austin’s journey back to *Returnal* echoes so many of ours. They finished the first act back in 2021, clocked about 20 hours and 19 deaths – a respectable tally, I reckon – and then, quite reasonably, decided enough was enough. The prospect of tackling the game’s notoriously brutal second half, just to bag that secret ending, felt like scaling Mount Doom in a pair of flip-flops. Intimidating, to say the least. So, *Returnal* was laid to rest, like a powerful, slightly terrifying artifact in an ancient vault, while the PS5 offered up its other shiny new temptations.
But here’s the rub, isn’t it? The best games, the ones that truly dig their claws in, they don’t just *let* you go. The completionist in Austin, much like the curious digital wizard in me, couldn’t shake the thought of Selene, our intrepid Astra astronaut, still trapped in that time loop. Knowing what was *really* going on, and leaving it unresolved? Unthinkable! It’s like leaving a magic portal half-closed; you just know something’s going to pop out and demand your attention eventually. The fast-paced, third-person shooting that makes *Returnal* sing, that ignites a certain spark that more… ‘rote’ experiences simply can’t – it called out. It offered that good kind of stress, the sort you get from a perfectly balanced Soulslike, where every victory is earned, and every death teaches you something. Elden Ring couldn’t scratch that particular itch, Austin found. Only Atropos would do.
And fair warning, mate, Atropos doesn’t exactly welcome you with open arms. Unless ‘open arms’ means ‘death by tentacle-monster in the second room you enter,’ as Austin experienced. Hilarious, isn’t it? You go back thinking you’re hot stuff, only for the game to remind you that your muscle memory has gone on holiday. Starting a fresh profile, back to square one, might seem like a punishment in itself, but that’s the beautiful, chaotic heart of *Returnal*. The time loop isn't just a mechanic; it's the core of its narrative. Selene crashes, finds her own corpse, dies, resets, and slowly unravels the mysteries of this horrifying alien world. Every death isn't a failure, it's another turn of the cosmic dial, another chance to learn, to adapt, to push just a little further.
The game doesn't hang about, either. A quick crash, a glimpse of Helios, and you’re plunged into the fray. And then, you die. Again. And again. But, as Austin notes, and as any roguelike aficionado will tell you, those near misses? Those runs where you almost, *almost* made it to the boss before perishing? They’re pure, unadulterated motivation. A tantalising whisper of ‘so close, mate, just one more run.’ Even if that ‘one more run’ turns into an hour-long odyssey, only to end in digital oblivion.
Some folks, bless their cotton socks, will say *Returnal* isn't 'hard,' just 'punishing.' And yeah, there's a kernel of truth there. Like a tricky spell that demands precise incantations, one wrong move, one moment of lax concentration, and *boom* – you’re restarting. It's not about an arbitrary difficulty slider; it's about mastering the chaotic flow, learning the enemy patterns, and making every decision count. And when you finally click, when that bullet-hell ballet becomes second nature, the feeling of empowerment is immense. It's not just about 'getting good'; it's about becoming one with the chaos, embracing the system, and emerging, if only for a glorious moment, victorious.
Beyond the core campaign, there’s the Tower of Sisyphus, an endless mode that truly tests your mettle. It’s where the best roguelike elements shine brightest, providing an infinite challenge for those who truly want to dance with death. And, in a clever observation by the Polygon piece, revisiting any game, really, is a bit like a roguelike run itself. You know the world, you know the mechanics, you know what to expect. You’re gonna die (a lot, probably), but you can't help but persevere. That’s the magic of *Returnal* – it’s a game that understands its own nature, integrates it into its very being, and then invites you to dance a deadly, beautiful tango with its terrifying reality.
Four years on, *Returnal* isn’t just holding its own; it’s still setting a benchmark for what a roguelike can be when it’s utterly committed to its vision. It’s a testament to Housemarque’s genius, and a proper bloody good reminder that some games are just too potent, too captivating, to ever truly let go. So, if you've been on the fence, or like our mate Austin, you've got some unfinished business lurking on Atropos, reckon it’s time to dive back in. Just don’t say I didn’t warn you about the tentacle monsters.
*** This article was inspired by and repurposes content from 'Returning to Returnal, one of the generation's best roguelikes' by Austin Manchester, published on Polygon.
Tags: Roguelike, Returnal, Housemarque, PlayStation 5, Gaming Analysis
Original article: Polygon