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Home » Saros Doesn’t Like Being a Roguelike, So Why Is It One?
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Saros Doesn’t Like Being a Roguelike, So Why Is It One?

Editorial TeamBy Editorial TeamMay 8, 2026No Comments2 Mins Read
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Saros Doesn’t Like Being a Roguelike, So Why Is It One?
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“ARCADE IS DEAD,” developer Housemarque abruptly decreed in all caps on its weblog shortly after Matterfall’s launch in 2017.

This candid manifesto defined how the group noticed no future growing the arcadey video games it had specialised in for over 20 years and was transferring onto totally different genres. Returnal was the results of this shift in focus, taking the aesthetics and chaos inherent to Housemarque’s home model and throwing all of it right into a roguelike third-person shooter. It was a cult hit that noticed vital acclaim, however Saros, Returnal’s non secular sequel, appears to rebuke that wonderful basis by shunning the very style with which Housemarque had simply discovered nice success. By paring again its roguelike components in an effort to broaden its attraction, Saros turns into a discordant recreation that appears ambivalent in the direction of what got here earlier than it.

Given its suite of ranges that cycle in numerous threats, randomized weapons, assets, and perks, Saros is technically a roguelike, even when Housemarque talks round style specifics. When talking to Recreation Informer, artwork director Simone Silvestri stated labels have been “ephemeral” and it was “laborious for [him] to categorize Saros” as a result of Housemarque “did not got down to be in a style or defy a style.” Artistic director Gregory Louden was equally elusive in that very same interview, whereas admitting it had “rogue components.”

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