Abebe Tinari
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Saros – 15 Biggest Details You Shouldn’t Ignore
Saros, a new rogue-lite bullet hell experience from Housemarque, launches on April 30th and draws comparisons to Returnal while introducing new mechanics. Key features include returning to a hub world called The Passage after clearing biomes, fast travel options, side objectives for lore, and complex bullet patterns. The game also features an 'Eclipse' mode to increase difficulty and offers permanent unlocks that can be turned off for a purist experience, along with quality-of-life features like mid-run suspension and multiple save slots. A Deluxe Edition offers 48 hours of early access.
Saros’s Shorter Runs Help With Pacing, Story Beats and Readying for “Another Run,” per Housemarque
Housemarque's upcoming game Saros features shorter run times compared to Returnal, allowing for better pacing of story beats and player decompression. Lead game designer Abebe Tinari and narrative designer Khalil Osaimi explain how this structure helps players mentally prepare for subsequent runs and integrate narrative elements more effectively. The game is set to release on April 30th exclusively for PlayStation 5.
Saros aims for bite-sized 30-minute runs, and the cool-off makes you "ready for another", its game designer…
Saros, a spiritual successor to Returnal, aims for shorter, 30-minute runs with permanent progression systems and more narrative integration. Developed by Housemarque, the PlayStation 5 title features lead game designer Abebe Tinari and narrative designer Khalil Osaimi, who discuss how the game evolves the bullet-hell roguelike formula with new mechanics and a cinematic approach.
Saros’s Eclipse is “Always Looming,” Corrupted Bullets Serve as An “Escalation,” Says Housemarque
Housemarque developers discuss the 'Eclipse' mechanic in their upcoming game Saros, describing it as a constantly looming threat that escalates gameplay difficulty. Senior narrative designer Khalil Osaimi highlights its narrative significance, while lead game designer Abebe Tinari explains how corrupted bullets were implemented as a key escalation feature. The Eclipse shifts biomes visually and audibly, introduces new enemy behaviors, and offers greater rewards despite increased challenges.
Saros' world-altering eclipse "has both a gameplay and narrative purpose" its game designer tells me, and it's already pulling me back into this roguelike
Saros, a PlayStation 5 roguelike from Housemarque, features an "Eclipse" mechanic that alters gameplay and narrative by increasing player power at the cost of greater risk. Designers Khalil Osaimi and Abebe Tinari explain how this mechanic, along with permanent progression systems and corrupted bullets, encourages aggressive play and ties into the game's haunting story. The game aims to blend gameplay and narrative seamlessly, with elements like environmental design and stat names reinforcing the themes of corruption and character development.
Saros: The Big Preview – Hands-on and developer access with PS5's roguelike game-changer
Housemarque's Saros, a spiritual successor to Returnal, is described as a 'gameplay first' roguelike experience for the PlayStation 5. The preview highlights its fast-paced combat, shield mechanics, and layered narrative, with a release date set for April 30.
Saros will "tempt you to do tricky things", its game designer tells me about its aggressive, creative shield…
Saros, a roguelike inspired by Returnal, introduces a unique shield mechanic that encourages aggressive play and creative use of enemy projectiles. Lead game designer Abebe Tinari explains how this mechanic fundamentally changes combat encounters compared to its predecessor. The game is set to release on PlayStation 5 and features challenging boss fights and dynamic eclipses that alter gameplay.
In pursuit of the ideal roguelike, Saros runs are shorter than Returnal's as Housemarque wanted to "keep the feeling of danger" and "reduce the feeling of helplessness"
Housemarque's upcoming sci-fi roguelike shooter, Saros, will feature shorter runs than Returnal to maintain a sense of danger while reducing player helplessness. Lead game designer Abebe Tinari explains that mechanics like teleportation between areas aim to balance risk and reward, allowing players to practice specific biomes or bosses without committing to a full, lengthy run.