Khalil Ossaimi
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Creating Saros: how performance tech and a bad commute brought Arjun Devraj to life
The development of Saros, a new game from Housemarque, is highlighted through the performance capture process for its protagonist, Arjun Devraj, voiced by Rahul Kohli. Actor Rahul Kohli and director Paul J. Vogel discuss the technical and human aspects of bringing the character to life, with Kohli sharing an anecdote about how a traffic jam helped him discover Arjun's authentic voice. The game is available on PlayStation 5.
Inside Housemarque's improved narrative process for Saros
Housemarque is enhancing its narrative process for the upcoming game Saros, building upon the foundations of Returnal. Creative director Gregory Louden discussed how the studio expanded its narrative team, including hiring a narrative producer and director, and brought in cinematics talent to improve storytelling. The game features a larger cast and story than Returnal, with actors like Rahul Kohli and Jane Perry reprising roles, and emphasizes giving performers more context and preparation time.
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 Gets New Behind-The-Scenes Video Discussing Characters, Pre-Order Trailer
Housemarque has released a new behind-the-scenes video for their upcoming title Saros, detailing the development of its characters and featuring insights from key team members. The video highlights the actors involved, including Rahul Kohli and Jane Perry, and discusses the narrative themes of hope and dread. The article also touches on recent gameplay trailers showcasing the third-person roguelite shooter's mechanics and progression system, confirming its PlayStation 5 exclusivity.