Gregory Louden and Simone Silvestri detail PS5 exclusive Saros and its evolution from Returnal
Updated
Updated · Push Square · Apr 26
Gregory Louden and Simone Silvestri detail PS5 exclusive Saros and its evolution from Returnal
7 articles · Updated · Push Square · Apr 26
Ahead of Saros' launch next week, Housemarque's creative director and art director explain how new features like permanent progression and customizable modifiers aim to make the game more accessible without reducing its challenge.
The developers emphasize Saros' enhanced storytelling, replayability, and unique art direction, aiming to attract both returning fans and newcomers to Housemarque's dark science fiction worlds.
Building on Returnal's success, Saros introduces a more approachable experience while maintaining Housemarque's gameplay-first philosophy, with the team hoping it serves as an entry point to their 30-year game development legacy.
Is Saros the birth of a new 'Returnal-like' genre or just a more forgiving roguelite?
How does Saros leverage the PS5 Pro to deliver a next-level tactile experience?
Has Housemarque's quest for accessibility sacrificed the punishing soul of its predecessor?
Does the game's cosmic horror go beyond names to capture the madness of its literary roots?
Can an 'opt-in' narrative truly deliver a compelling psychological horror journey?