SAROS review (PS5)

With SAROS, Housemarque builds on the high-intensity foundations laid by Returnal, but shifts its focus toward a more structured and persistent roguelite experience. Set against the haunting backdrop of Carcosa, the game follows enforcer Arjun Devrej as he navigates a fractured world shaped by an ominous eclipse and his own unraveling psyche. The narrative leans heavily into themes of isolation, memory, and distrust, and while it creates an intriguing psychological framework, it occasionally struggles to maintain clarity, leaving parts of its story feeling deliberately opaque rather than meaningfully ambiguous.

Gameplay remains the studio’s strongest asset, with combat delivering the fast, responsive “bullet ballet” Housemarque is known for. Encounters demand constant movement, precise timing, and situational awareness, especially with the addition of parrying mechanics that add a new layer of risk-reward decision-making. This system enriches combat but can feel unforgiving early on, particularly when enemy patterns become dense and visually overwhelming. The balance between aggression and defense is well judged, though some players may find the learning curve steeper than expected, especially compared to Returnal’s more fluid accessibility.

The roguelite structure introduces more persistent progression than its predecessor, allowing players to retain upgrades and resources between runs. This creates a stronger sense of long-term growth and mitigates some of the frustration associated with repeated deaths – Returnal could feel like hitting a concrete wall at times. At the same time, it slightly reduces the tension that made earlier Housemarque titles so compelling, as failure feels less punishing and, consequently, less impactful. The “second chance” mechanic reinforces this shift, making the experience more approachable but arguably less intense for players seeking a purer arcade-like challenge more akin to the studio’s roots.

Controls are tight and highly responsive, making full use of the PlayStation 5’s DualSense features. Haptic feedback and adaptive triggers enhance immersion without becoming gimmicky, adding subtle physicality to weapon handling and environmental interactions. However, in particularly chaotic encounters, the sheer volume of visual and tactile feedback can border on sensory overload, occasionally impacting readability during critical moments. Despite this, movement and aiming remain consistently precise, which is crucial in a game so reliant on split-second reactions.

Visually, SAROS is striking, blending neon-lit sci-fi aesthetics with surreal, almost dreamlike landscapes. Carcosa feels alien and oppressive, with environments that shift between runs to reinforce the game’s unstable reality. While the art direction is undeniably strong, some environments lack distinctiveness over time, leading to a sense of repetition despite procedural variation. Enemy design is similarly impressive in motion, though clarity can suffer when particle effects and projectiles fill the screen simultaneously.

Audio design plays a crucial role in establishing atmosphere, with a layered soundscape that combines environmental cues, distorted signals, and a brooding electronic score. The soundtrack complements the game’s tone effectively, amplifying tension during combat and unease during exploration. Still, the heavy use of drone and ambient elements can blur together over extended sessions, occasionally diminishing the impact of key moments. Voice work and character interactions add texture to the narrative, though they don’t always provide the emotional anchor the story seems to aim for.

Ultimately, SAROS is a confident evolution of Housemarque’s formula, refining its signature combat while experimenting with progression and narrative structure. Not all of these changes land equally well – particularly the reduced sense of risk and occasionally muddled storytelling – but the core experience remains engaging and technically accomplished. It may not fully recapture the lightning-in-a-bottle intensity of Returnal, but it offers a more accessible and still deeply satisfying take on the studio’s established design philosophy, making it a compelling addition to their portfolio.

Score: 8.4/10

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