Main game
4.21 average rating based on 28 ratings
Saros will not only satisfy Returnal fans, but also has the potential to attract a new audience with its intense combat system and wonderful cosmic horror setting. We just hope that the difficulty spikes, how overwhelming it can be at times, and some narrative issues don't scare off some players too much.
Read my full review in spanish here.

Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.
Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as feeling the architecture conspiring flawlessly …
Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.
Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as feeling the architecture conspiring flawlessly with the narrative, the way the leve itself becomes a metaphor for Selene's psyche, one dominated by claustrophobia, recursion, and a refusal to release oneself.
Saros, by contrast, sprawls. Man, it just sprawls. Its environments are wider and flatter and arrive sooner at their own limits. I'll clarify here that the first hour is legitimately impressive. Whatever the design intent, though, the practical effect is sameness, a quality that feels damning in a roguelite/like, where the engine of replay is the promise that the next run will reeveal what the last one obscured. Returnal kept that promise for fifty hours and more, but Saros broke it way sooner for me.
I've noticed in a lot of offerings in art in the last ten years that there's a color discipline that mistakes restraint for sophistication. I had my suspicions when the game was revealed, and they were confirmed when I played it: Saros has fallen into that mistake. Its palette of grey upon grey, accented by the currently ubiquitous orange of the prestige television color grade, comes off as moody and considered at first. By the fourth hour, it just feels insufferably monotonous to me. My eye ached for something, anything, resembling the lush, saturated, and sometimes obscene beauty of Returnal's biomes. Give me something that isn't so far removed from the bioluminescent blues of the Overgrown Ruins, the puncturing reds of the Crimson Wastes, or the wet dripping fungal cathedral that is the Abyssal Scar. Returnal wasn't afraid of color, it wasn't afraid of texture, and it sure as hell wasn't afraid of strangeness. Saros almost feels embarrassed of itself in this respect, and is a particularly strong demonstration of sequels that pull back reflexively and play it safe rather than doubling down on what made the original so singular.
Story is one of the deepest differences I can point to when comparing and contrasting these two. It also, I feel, explains all the other differences. You see, I think of Returnal as a brilliantly engineered video game that decided after the fact to put on the clothing of an A24 sci-fi horror film, and wore it to perfection. The aesthetic here was in service of the game. The fragmentary cutscenes, the suburban house intrusions, the ghostly astronuat, and the looping signal were all draped beautifully over a structure that was as its a core a roguelite third person shooter of exceptional rigor. The clothes simply flattered the body underneath.
Not so with Saros, though. The relationship is inverted. It feels like an A24 film that someone has inserted into a video game. The aesthetic is no longer in service of the game; it's the game that is now in service of the aesthetic. Mechanics thus yield to mood, friction is sanded away on the chance that it might disturb the tone, and the result is a work that takes itself with a seriousness that I can't help but feel it hasn't earned. It's a game so committed to its own atmosphere that it forgets the atmosphere is supposed to be the second thing you notice rather than the first.
Sonically and musically, they're much closer in register. Saros's score is higly competent and has some really haunting vibes. The level music breathes really well and it knows when to recede and when to press. But still, after about 60 hours, I can't summon any particular melody from it. Nothing has, ya know, lodged. Nothing follows me into the kitchen or to the laundry room or wherever. But Returnal's boss themes are another category entirely. These aren't no stinkin' background tracks. They're downright antagonists. Think of the choral architecture of Ixion, the shrieking strings of Nemesis, and then, of course, the ascent of the Echoing Ruins: that haunted, climbing rendition of "Don't Fear the Reaper" that swells in volume and complication with every floor, until, by the time you face Hyperion, the song isn't simply playing in the background but is somehow the very fight itself. Saros doesn't have anything to compete with this.
Let's talk about bosses next. I defeated every boss in Saros on the first attempt, and I played without modifiers. I should clarify this isn't a flex so much as it is a complaint. A roguelite boss that falls on the first try hasn't done its job. Its job is to fuck my shit up and teach me its very own mechanics, and to teach by failure, to make me return to it not as a conqueror, but as a student, and to keep me coming back until the patterns stop being patterns and start being instinct. Saros's bosses are commendable iterations of ideas the first game introduced, but they feel as though they've been declawed on the way over.
Returnal's bosses possess a musicality, a coherent rhythm of attack and pause and tell, demanding attention and dexterity, demanding that you read the encounter as you would read a difficult sentence: parse that shit, dude. Parse it again and again until you got it. Saros is bullet hell, sure, and it's plenty challenging in the abstract. But challenge, as Returnal showed, isn't the same as resistance. The bosses in Saros don't resist you so much as tolerate, and you finish each one with the sense that you haven't really been tested so much as timed.
But what's a shooter without guns? Returnal's arsenal was a love letter. Each weapon is a personality. Each weapon, the more you use it, opens upward into successive traits, tiers of capability that the game gave you only in exchange for your sustained attention. The grind isn't character progression like in Saros: it's intimacy. You aren't leveling up Selene; you're leveling up the Hollowseeker or the Pylon Driver, or whatever gun you preferred. Saros's weapons are fewer, less expressive, and perhaps most damningly, they shoot for you. The auto-aim is so generous with the majority of the weapons that the combat feels more like procedure after a while than a performance. Saros then becomes a game you can passively play while listening to podcasts, rather than the edge-of-seat palms sweaty mom's spaghetti endeavor Returnal gives you. Don't get me wrong: Returnal has some auto-aim mechanics too, but they're far less... prominent and ubiquitous than in Saros. You point in the general direction of the enemy and the game does the rest for the most part. There are variants of guns to find, but there's no upward path through any single one of them: the weapon you pick up is always the weapon it's going to be.
But the thing that makes Returnal so overwhelmingly superior to me is the risk and reward systems. These are the most addictive quality of the game, the thing that made every run feel electric and irreplaceable: the constant vibrating negotation between greed and prudence. The malignant items that might very well gift you a relic or curse you with a malfunction, or the malfunctions themselves, which force you to choose between a known cost and an uncertain cure, or the consumables you had to actually consume, knowing you wouldn't get them back... the singularity of every run: THIS configuration of weapons and parasites and luck which would never exist again, which death would erase utterly.
Saros has either removed or diluted nearly all of this. This time around, death isn't erasure; death is a deposit. You keep the gun you picked up, and the materials you accumulate persist, and you spend them between runs to fortify your character, so that the next attempt begins not at zero, but at zero plus everything you have saved up. I understand why this design choice exists. I understand the audience it courts. For me, however, the cost is too high, the cost being the pulse of the game itself. Returnal required a marriage of skill and luck. It was an uneasy marriage, sure, but that uneasiness was the point. Saros requires, as far as I can tell, neither; it requires only patience.
It's not that Saros is too easy. It's plenty hard. But its difficulty feels divorced from what made Returnal's difficulty so alluring to rise up and face. Returnal was difficult the way, say, a storm is difficult: it's indifferent, it's unrepeatable, and it requires you to meet it on its own terms in the moment it has arrived. Saros is difficult in the way a long hallway is difficult. You'll get to the end of it. The only question is when.
I don't begrudge Saros for its choices. They're easily defendable and some of them are acclaimed by many players, and there are players for whom the persistent progression and the forgiving aim and the muted palette aren't concessions so much as generosities, and I'm not trying to argue any of those players out of their pleasure. But Returnal was a singular kind of miracle, the kind of thing that happens when a studio at the height of its powers makes a game that doesn't flinch one fucking bit, and the chief disappointment of Saros is that, asked to follow such a thing, it has flinched. The clothes still fit but the body underneath has gone soft.
Housemarque's Returnal had a lot of cool stuff going for it but was punishing enough that it ultimately turned me off before I completed it. Saros finds the team working from a very similar foundation but as more of a roguelite with extra allowances to make the experience more customizable within defined parameters for those who want it easier (or harder). But this is not an easy game, still full of enemy and encounter designs demanding careful movement and prioritization, lots of risk-reward decisions and tradeoffs, and a big toolkit whose inputs took me some time to be able to juggle properly when under fire. I think it would be totally fair for fans of Returnal to not like the things this does differently, but I expect most will appreciate its core action and atmosphere.
Gameplay features both some fun movement and defensive options as well as a varied arsenal of impactful-feeling weapons. My favorite is the hand-cannon type, whose booming feel mixed with the game's timed "active reload" gives combat a satisfying rhythm. But often the right tool for the job changed thanks to the variation in the kinds of threats you can run into, with some easy-to-use auto-targeting …
Housemarque's Returnal had a lot of cool stuff going for it but was punishing enough that it ultimately turned me off before I completed it. Saros finds the team working from a very similar foundation but as more of a roguelite with extra allowances to make the experience more customizable within defined parameters for those who want it easier (or harder). But this is not an easy game, still full of enemy and encounter designs demanding careful movement and prioritization, lots of risk-reward decisions and tradeoffs, and a big toolkit whose inputs took me some time to be able to juggle properly when under fire. I think it would be totally fair for fans of Returnal to not like the things this does differently, but I expect most will appreciate its core action and atmosphere.
Gameplay features both some fun movement and defensive options as well as a varied arsenal of impactful-feeling weapons. My favorite is the hand-cannon type, whose booming feel mixed with the game's timed "active reload" gives combat a satisfying rhythm. But often the right tool for the job changed thanks to the variation in the kinds of threats you can run into, with some easy-to-use auto-targeting weapons struggling against foes that have precise weak points or a powerful shotgun making me feel hopeless against certain chaotic encounters. The best moments of the gameplay were often those chaotic ones, either big bosses/minibosses that throw tons of stuff at you to keep you using the environment and all options at your disposal or encounters combining a lot of small threats in a way that really tests your ability to prioritize and weave through the mess. I like how different kinds of attack patterns will demand different things, some making you hesitate a bit before you move or maybe even want to run forward, others meant to be actively absorbed with the shield to recharge yourself, etc. When in the game's equivalent of a harder "dark world", some bullets will actually degrade your max health until you in turn use your power weapon, another nice feedback loop like the shield's bullet absorption encouraging usage of the whole kit. Parrying feels like the game's least necessary mechanic, along with melee being used for anything besides shield-busting, but both do feel good in certain big moments.
The more broadly "friendly" design compared to Returnal comes from a very large skill tree, fast travel points for each level, and a big set of gameplay modifiers that let you customize aspects of the difficulty and design. These modifiers, which include things like decreased enemy damage or easier active reload timing, are unlocked either after the second boss or in specific conditions where the player is determined to be struggling early on. It's a nice approach to make sure the player gets a taste of the baseline experience of what it feels like to slowly improve and level up before they start tinkering with options, while not totally locking out people who have little hope of beating that second boss on their own. Additionally, the modifiers are constrained by default to make you balance out assists with choices in the other direction (though this can be disabled to an extent in Settings if you’ve had enough). In practice this results in what are effectively difficulty options fine-tuned to the player's preference but which still feel intentionally designed and approved, allowing for example de-emphasis of the upgrade system in favor of easier default gameplay, even if some of the balancing of it feels a little odd. I got kinda tired of the skill tree around halfway through the game, wish it were more focused and interesting instead of being filled with so many marginal upgrades, but I suppose it gets the job done for the kind of intentional failure grind they were going for.
After an intro sequence with some very punchy quick editing, the game had me excited for what seemed like a really cool tone and mystery in its story. Unfortunately, while it does show some promise and cool ideas at times particularly in its visual storytelling, the actual screenplay struggles with a number of scenes feeling individually bland or otherwise unsuccessful and with some unnecessarily explanatory in-mission dialogue. It just doesn’t really put together any memorable characters or make me care about any of its drama among the crew or most of its audio/text log stuff that you find. I even wished for a silent protagonist at times later on. What it does nail a lot of the time at least is the art direction, highlighted by the world itself which has a cool solar eclipse motif and balances variation and cohesion pretty well in its mix of harsh nature, cold interiors, and enormous architecture. I particularly liked the levels that felt a bit more like "dungeons", especially the 5th area which also has a visually outstanding boss fight and a cool-looking new movement option. I can't say I'll remember many enemy designs, but it's more about the clarity of the kinds of attacks that they send your way, nicely color- and shape-coded to prioritize playability and with increasingly cool and complex patterns as you near the end.
While it could be better in various areas, this new take on Housemarque's AAA third-person shooter formula definitely did land better for me personally than their prior game, while feeling about as fun as their great Nex Machina but with the way better aesthetics they have nowadays. I had kinda had enough of the challenge and grind at some point in the final third, but still had fun through most of my playthrough. I would easily recommend this to people who found Returnal a bit much or who never got around to trying it out but are up for a challenging, big-budget roguelite experience.
Housemarque is very good at making in-game death feel like motivation rather than defeat. Even death in From Soft games occasionally feels overwhelming, which is arguably thematically appropriate for their games. But despite the fact that games like Returnal and Saros are hard and require progress through death, their arcade DNA makes for games that ramp you up and push you forward rather than beat you down. You want to keep pumping quarters into that symbolic arcade machine to see if you can get one more exhilarating rush towards inevitable death and rebirth. It’s probably why I keep doing Nightmare Strands when I don’t need their rewards and could easily just skip direct to the rest of the level. I want to push myself towards the risk each time, because that in-game death just makes me want more.
Returnal vs. Saros
Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.
Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as …
Returnal vs. Saros
Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.
Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as feeling the architecture conspiring flawlessly with the narrative, the way the leve itself becomes a metaphor for Selene's psyche, one dominated by claustrophobia, recursion, and a refusal to release oneself.
Saros, by contrast, sprawls. Man, it just sprawls. Its environments are wider and flatter and arrive sooner at their own limits. I'll clarify here that the first hour is legitimately impressive. Whatever the design intent, though, the practical effect is sameness, a quality that feels damning in a roguelite/like, where the engine of replay is the promise that the next run will reeveal what the last one obscured. Returnal kept that promise for fifty hours and more, but Saros broke it way sooner for me.
I've noticed in a lot of offerings in art in the last ten years that there's a color discipline that mistakes restraint for sophistication. I had my suspicions when the game was revealed, and they were confirmed when I played it: Saros has fallen into that mistake. Its palette of grey upon grey, accented by the currently ubiquitous orange of the prestige television color grade, comes off as moody and considered at first. By the fourth hour, it just feels insufferably monotonous to me. My eye ached for something, anything, resembling the lush, saturated, and sometimes obscene beauty of Returnal's biomes. Give me something that isn't so far removed from the bioluminescent blues of the Overgrown Ruins, the puncturing reds of the Crimson Wastes, or the wet dripping fungal cathedral that is the Abyssal Scar. Returnal wasn't afraid of color, it wasn't afraid of texture, and it sure as hell wasn't afraid of strangeness. Saros almost feels embarrassed of itself in this respect, and is a particularly strong demonstration of sequels that pull back reflexively and play it safe rather than doubling down on what made the original so singular.
Story is one of the deepest differences I can point to when comparing and contrasting these two. It also, I feel, explains all the other differences. You see, I think of Returnal as a brilliantly engineered video game that decided after the fact to put on the clothing of an A24 sci-fi horror film, and wore it to perfection. The aesthetic here was in service of the game. The fragmentary cutscenes, the suburban house intrusions, the ghostly astronuat, and the looping signal were all draped beautifully over a structure that was as its a core a roguelite third person shooter of exceptional rigor. The clothes simply flattered the body underneath.
Not so with Saros, though. The relationship is inverted. It feels like an A24 film that someone has inserted into a video game. The aesthetic is no longer in service of the game; it's the game that is now in service of the aesthetic. Mechanics thus yield to mood, friction is sanded away on the chance that it might disturb the tone, and the result is a work that takes itself with a seriousness that I can't help but feel it hasn't earned. It's a game so committed to its own atmosphere that it forgets the atmosphere is supposed to be the second thing you notice rather than the first.
Sonically and musically, they're much closer in register. Saros's score is higly competent and has some really haunting vibes. The level music breathes really well and it knows when to recede and when to press. But still, after about 60 hours, I can't summon any particular melody from it. Nothing has, ya know, lodged. Nothing follows me into the kitchen or to the laundry room or wherever. But Returnal's boss themes are another category entirely. These aren't no stinkin' background tracks. They're downright antagonists. Think of the choral architecture of Ixion, the shrieking strings of Nemesis, and then, of course, the ascent of the Echoing Ruins: that haunted, climbing rendition of "Don't Fear the Reaper" that swells in volume and complication with every floor, until, by the time you face Hyperion, the song isn't simply playing in the background but is somehow the very fight itself. Saros doesn't have anything to compete with this.
Let's talk about bosses next. I defeated every boss in Saros on the first attempt, and I played without modifiers. I should clarify this isn't a flex so much as it is a complaint. A roguelite boss that falls on the first try hasn't done its job. Its job is to fuck my shit up and teach me its very own mechanics, and to teach by failure, to make me return to it not as a conqueror, but as a student, and to keep me coming back until the patterns stop being patterns and start being instinct. Saros's bosses are commendable iterations of ideas the first game introduced, but they feel as though they've been declawed on the way over.
Returnal's bosses possess a musicality, a coherent rhythm of attack and pause and tell, demanding attention and dexterity, demanding that you read the encounter as you would read a difficult sentence: parse that shit, dude. Parse it again and again until you got it. Saros is bullet hell, sure, and it's plenty challenging in the abstract. But challenge, as Returnal showed, isn't the same as resistance. The bosses in Saros don't resist you so much as tolerate, and you finish each one with the sense that you haven't really been tested so much as timed.
But what's a shooter without guns? Returnal's arsenal was a love letter. Each weapon is a personality. Each weapon, the more you use it, opens upward into successive traits, tiers of capability that the game gave you only in exchange for your sustained attention. The grind isn't character progression like in Saros: it's intimacy. You aren't leveling up Selene; you're leveling up the Hollowseeker or the Pylon Driver, or whatever gun you preferred. Saros's weapons are fewer, less expressive, and perhaps most damningly, they shoot for you. The auto-aim is so generous with the majority of the weapons that the combat feels more like procedure after a while than a performance. Saros then becomes a game you can passively play while listening to podcasts, rather than the edge-of-seat palms sweaty mom's spaghetti endeavor Returnal gives you. Don't get me wrong: Returnal has some auto-aim mechanics too, but they're far less... prominent and ubiquitous than in Saros. You point in the general direction of the enemy and the game does the rest for the most part. There are variants of guns to find, but there's no upward path through any single one of them: the weapon you pick up is always the weapon it's going to be.
But the thing that makes Returnal so overwhelmingly superior to me is the risk and reward systems. These are the most addictive quality of the game, the thing that made every run feel electric and irreplaceable: the constant vibrating negotation between greed and prudence. The malignant items that might very well gift you a relic or curse you with a malfunction, or the malfunctions themselves, which force you to choose between a known cost and an uncertain cure, or the consumables you had to actually consume, knowing you wouldn't get them back... the singularity of every run: THIS configuration of weapons and parasites and luck which would never exist again, which death would erase utterly.
Saros has either removed or diluted nearly all of this. This time around, death isn't erasure; death is a deposit. You keep the gun you picked up, and the materials you accumulate persist, and you spend them between runs to fortify your character, so that the next attempt begins not at zero, but at zero plus everything you have saved up. I understand why this design choice exists. I understand the audience it courts. For me, however, the cost is too high, the cost being the pulse of the game itself. Returnal required a marriage of skill and luck. It was an uneasy marriage, sure, but that uneasiness was the point. Saros requires, as far as I can tell, neither; it requires only patience.
It's not that Saros is too easy. It's plenty hard. But its difficulty feels divorced from what made Returnal's difficulty so alluring to rise up and face. Returnal was difficult the way, say, a storm is difficult: it's indifferent, it's unrepeatable, and it requires you to meet it on its own terms in the moment it has arrived. Saros is difficult in the way a long hallway is difficult. You'll get to the end of it. The only question is when.
I don't begrudge Saros for its choices. They're easily defendable and some of them are acclaimed by many players, and there are players for whom the persistent progression and the forgiving aim and the muted palette aren't concessions so much as generosities, and I'm not trying to argue any of those players out of their pleasure. But Returnal was a singular kind of miracle, the kind of thing that happens when a studio at the height of its powers makes a game that doesn't flinch one fucking bit, and the chief disappointment of Saros is that, asked to follow such a thing, it has flinched. The clothes still fit but the body underneath has gone soft.
You can't mantain momentum by bunny hopping after grappling. I loved that mechanic in Returnal as it required precision and timing to keep that speed going. Maybe I don't get the full picture of why Housemarque changed it here in Saros yet. Part of me thinks it is to deviate a bit from Returnal, but what will it compensate for?
My copy is on its way which may be my one PS5 game of 2026 since that's my trend lately. Well trending toward that anyway. Final Fantasy VII Rebirth and Astro Bot for two games in 2024, then down to single games with Silent Hill f in 2025, and Saros in 2026.
Sounds like Sony is doing the game a disservice by making it real hard for critics to talk about Saros.
I love this:
anecdotally, I have not talked to anyone who is on the same page about this game. Literally everyone likes and dislikes different things about it.
Source: Kenneth Shepard on Bluesky
Article: Saros - One Battle After Another by Kyle Hilliard
Unlike Returnal, however, the narrative is taking a different approach. Returnal was, by design, a lonely game. Selene rarely, if ever, communicated with others, but Arjun is not alone. He has a woman in his ear helping him progress and marking important elements on the map. We also saw Arjun interacting with a speaking hologram from the past. It seems this will be a much chattier game.
The team at Housemarque also appears to be addressing what may have been the biggest complaint levied against Returnal: It’s too challenging. Saros undoubted- ly looks tough, as we saw Arjun speeding around environments, dodging walls of bullets and leaping over gigantic chasms. But we also saw him come back to life after his first death to immediately pick up the fight with Second Chance. “Second Chance is part of our permanent progression systems, which means you will always come back stronger,” Louden said.
More Returnal means that I am down for this game. A joke I made about Returnal was calling it DOOM Returnal and now the successor to Returnal is releasing on the same day that DOOM Eternal released, March 20th. Funny how a joke comes full circle.