
With the recent release of Saros, players are drawing comparisons to Housemarque’s previous hit, Returnal, which came out in 2021. Returnal was truly unique, offering fast-paced, 3D bullet-hell combat unlike anything seen before – the DOOM games were perhaps the closest in style.
Returnal was a great game, but it had some flaws. Saros addresses those issues, creating a better experience for all players, whether they’re longtime fans or new to the series.
Not a fan of Returnal? Wondering if Saros might be a better fit? We’ve got you covered. Keep reading to find out how Saros builds upon Returnal and offers an improved experience.
8. Permanent Progression
Come Back Stronger

A major criticism of Returnal was that it didn’t offer lasting character improvements. Players could unlock helpful items like the Grappling Hook, but their core stats never increased. This meant that every time you died, you essentially had to start the game over from the beginning.
Saros improved the game by introducing a new skill tree. Now, when you die, you can use points to strengthen your character, making future attempts easier and less frustrating, especially for players finding the game challenging.
7. A Bigger Focus on Story
Discover the Story of Arjun
Returnal featured a compelling story, but it didn’t fully develop it with traditional storytelling methods like cutscenes or a large cast of characters. Saros, on the other hand, excels at narrative delivery, offering more cutscenes, a wider range of characters to interact with, and a more expansive plot. To be clear, Returnal’s story was good, but Saros simply tells a better one.
Returnal powerfully explored themes of grief, but Saros takes a different approach, focusing on the mysteries of a lost colony. This time, the story offers deeper layers to uncover, with more audio logs, holographic recordings, and plot points that make you question everything about the main character, Arjun, and the world around him.
6. Quicker Runs
Less Time Consuming
When Returnal first came out, a major frustration for players was how long each attempt could take. Because the game didn’t let you save progress during a run, you’d have to start all the way from the beginning if you couldn’t finish in one sitting. Thankfully, the developers at Housemarque listened to feedback and later added a save feature, allowing players to continue their runs later on.
Saros stands out because it lets you begin in your current environment, skipping the lengthy starting process found in games like Returnal. This results in much shorter playthroughs, typically lasting just 20 to 30 minutes. It’s perfect for quick gaming sessions – you don’t need to commit hours at a time to make progress.
5. The Addition of a Shield & Parry
Use Enemy Bullets to Your Advantage
Returnal offered several helpful abilities, but Saros really improves on them with the introduction of a Shield and Parry system. These new features let you actively defend against attacks instead of constantly dodging, allowing you to turn enemy fire to your benefit.
The Shield and Parry offer different ways to handle incoming attacks. The Shield lets you absorb blue bullets, building up energy for a powerful attack. The Parry, on the other hand, deflects red bullets back at enemies, dealing extra damage. These abilities encourage a more proactive playstyle, letting you face attacks head-on instead of constantly dodging.
4. A More Aggressive Playstyle
Play Harder, Not Smarter
Returnal truly excelled with its gameplay, offering some of the most satisfying shooting mechanics of any PlayStation game. However, it wasn’t for everyone, as it demanded more precision and strategy than games like Saros. Instead of rushing in and firing, Returnal’s combat felt like a careful, rhythmic dance of dodging and maneuvering around enemy attacks.
Saros encourages a fast-paced, offensive playstyle. This is evident in its abilities and the sheer volume of enemy fire. Unlike other games where you mostly dodge, Saros lets you actively move through bullets using Shield and Parry. Combined with the constant barrage of attacks, this system pushes you to be aggressive and stay on the offensive.
3. Multiple Save Files
Start From Scratch
A really annoying thing about Returnal was its single save file system. Even after finishing the game, you couldn’t start a new playthrough without creating a whole new PlayStation account. It felt like a bizarre decision by the developers, Housemarque, and it’s still unclear why they designed it that way.
Fortunately, Saros lets you create multiple save files. This means that after finishing the game, you can start a new playthrough from the beginning with no upgrades, a fresh skill tree, and everything else. It’s also perfect if others in your family want to play the game too, letting them experience it fully alongside you.
2. Gameplay Modifiers
Adjust the Experience to Your Liking
Saros has a great feature that improves on Returnal: gameplay modifiers. Returnal was notoriously difficult, and many players couldn’t finish it. Saros lets you change the difficulty – like increasing your damage or reducing the damage you take – which makes it much more accessible and helps you complete the game.
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The best thing about the gameplay modifiers is that they’re entirely up to the player. Skilled players who want a traditional experience can simply ignore them. But for those seeking an extra challenge, the modifiers can increase the difficulty and offer a fresh way to play.
1. A Shorter Experience
Roughly 20 Hours
One way Saros improves on Returnal, though some may disagree, is that it’s a bit shorter. While lengthy games are enjoyable, the repeating nature of roguelikes can sometimes feel redundant. Returnal could take around 30 hours to finish, whereas Saros is designed to be completed in about 20, though your playtime will vary based on your skill.
Housemarque made a smart decision with Saros by keeping it concise. This prevents the repetitive gameplay, common in roguelike games, from becoming boring. It also means more players are likely to complete the game, a problem Returnal had, where many stopped playing around the halfway point.
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2026-05-02 16:40