Saros Review
We loved the first 10-minutes with Saros. It was quick to the point; moody, gorgeous and fast. It felt natural to play and therefore rewarding with every kill, strafe or world-found buff. But then we got back to our base and, while the drama of confusion was thick and… well, it’s a bit on the nose as a figure of speech, fast, we were let down. Returnal was at least an isolated experience -- you against an alien world messing with your head, showing you corpse after corpse of your own self, trophy-like in persistent failure. It was a psychological game in as much as it was a bullet-hell roguelite, but Saros presents itself somewhat differently.
The Housemarque trademarks are there -- an alien planet messing with your head and ever-changing each time you set foot on it. But here, you’re not alone, and while we love each NPC in every game, there’s a woodenness to them as they populate your home-base. You also move as fast in your base, weapon poised, as you do in the world, which feels entirely at odds with the point of the base at all. It’s a good game, don’t get us wrong, and on art-direction alone it’s easily one of the year’s best, but we continually felt short-changed with how the story doled itself out to us, much of which is owed to the static and lifeless nature of where you kick off each and every one for your runs upon the marble and crimson surface of Carcosa.
When out in the field, things are different. It’s arcade-heavy in its representation of combat and the game-world drops -- all random -- always offer something of value. You’ll find your faves, and hope for certain passives, but despite the game’s actual difficulty, you more often than not feel entirely capable. Doom and other fast-paced boomer-shooters feel like they were a stepping off point for movement in the game, but this is bolstered by the select bullet-hell spreads and patterns of each of Carcosa’s hostile ‘baddies’. Interestingly, and we’ll go deeper on this in our first box out, Housemarque has turned enemy offense into a bankable and eventually spendable economy, adding another layer to proceedings that helps complicate combat in a good way. It’s also entirely ignorable, but do so at your own peril.
There’s a fair bit to love about the game, but as with Returnal, there will come a moment of push or abandon which we genuinely feel the studio is still learning how to master. It’s not bad, but rinse-repeat isn’t always the loop we’re looking for and Saros’ early game is, for lack of a better way to put it, a repetitive grind.
Saros
What’s Boss?
Not Boss Enough?
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