• Saros developer doesn't think Returnal 'was that hard of a game',

    From TechnologyDaily@1337:1/100 to All on Thursday, March 26, 2026 16:30:27
    Saros developer doesn't think Returnal 'was that hard of a game', but admits that the team 'did pay a lot more attention to the onboarding experience' for its spiritual successor

    Date:
    Thu, 26 Mar 2026 16:17:14 +0000

    Description:
    Housemarque has said it paid more attention to refining Saros' combat and the game's onboarding experience, admitting that its predecessor, Returnal, took
    a while to learn how to play.

    FULL STORY ======================================================================Copy link Facebook X Whatsapp Reddit Pinterest Flipboard Threads Email Share this article 0 Join the conversation Follow us Add us as a preferred source on Google Newsletter Tech Radar Get daily insight, inspiration and deals in your inbox Sign up for breaking news, reviews, opinion, top tech deals, and more. Contact me with news and offers from other Future brands Receive email from
    us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was
    successful An account already exists for this email address, please log in. Subscribe to our newsletter Housemarque paid attention to refining Saros ' onboarding experience Mitja Roskaric, associate design director, admits that Returnal took a while to get the hang of The team has also made sure the game's movement is rewarding Housemarque has said it paid more attention to refining Saros ' combat and the game's onboarding experience, admitting that its predecessor, Returnal , took a while to learn how to play.

    Speaking to IGN as part of the outlet's preview, Mitja Roskaric, associate design director at Housemarque, explained how the team developed the game's so-called "bullet ballet" battle system by making the constant need for the player to move around rewarding. "We made sure that movement is rewarded, movement is incentivised," said Roskaric. Article continues below You may
    like Saros has exclusive PS5 features like feeling 'eclipse-driven weaponry through adaptive triggers but it's nothing we've not heard before High On Life 2 isn't trying to win you over with its humor 'I think it'd be a
    mistake to chase the folks that we probably will never convince that we're funny' Control Resonant gameplay designer says 'this not a soulslike' but an 'action-driven' sequel that leans heavily on melee and supernatural abilities
    'The player is very much in charge'

    Unlike Returnal, Saros will stand apart from the game's roguelike mechanics and instead have permanent progression systems. The third-person combat will also require players to be quick on their feet, parrying, and dodging the attacks of enormous boss fights with perfect timing to stay alive, while also blasting them with their weapon.

    Roskaric believes Returnal wasn't that difficult, but admitted that getting familiar with the game's controls took players a while, so Housemarque paid more attention to Saros ' learning stage in more ways than one.

    "I don't think Returnal was that hard of a game, but it took a while to learn how to play it properly, Roskaric said. So we did pay a lot more attention to the onboarding experience. We wanted to make sure that we teach the player
    how to play the game properly, not just with the text on the screen, but also by designing the spaces and encounters and other challenges with that in
    mind.

    Dying in the game is also part of the learning curve, and players are sure to do just that. Get daily insight, inspiration and deals in your inbox Sign up for breaking news, reviews, opinion, top tech deals, and more. Contact me
    with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

    Creative director Gregory Louden explained earlier this year that Saros ' permanent resources and progression "make every death valuable".

    "After every death you will face a changed world, but in Saros you will be able to choose and permanently upgrade your loadout from an evolving set of weapons and suit upgrades to 'come back stronger' to overcome the challenges you face on Carcosa," Louden said.

    Saros launches on PlayStation 5 on April 30. The best gaming consoles All
    the best consoles of this generation

    Read our full guide to the best gaming consoles 1. Best overall: PlayStation 5 Slim 2. Best budget: Xbox Series S 3. Best handheld: Nintendo Switch 2 4. Most powerful: PlayStation 5 Pro Follow TechRadar on Google News and add us
    as a preferred source to get our expert news, reviews, and opinion in your feeds. Make sure to click the Follow button!

    And of course you can also follow TechRadar on TikTok for news, reviews, unboxings in video form, and get regular updates from us on WhatsApp too.



    ======================================================================
    Link to news story: https://www.techradar.com/gaming/saros-developer-doesnt-think-returnal-was-tha t-hard-of-a-game-but-admits-that-the-team-did-pay-a-lot-more-attention-to-the- onboarding-experience-for-its-spiritual-successor


    --- Mystic BBS v1.12 A49 (Linux/64)
    * Origin: tqwNet Technology News (1337:1/100)