Developer Saros doesn’t think Returnal “was that difficult of a game,” but admits that the team “paid a lot more attention to the onboarding experience” for its spiritual successor.



  • Housemarque paid attention to refinement saros‘onboarding experience
  • Mitja Roskaric, associate design director, admits that Return took a while to get used to
  • The team has also made sure that the movement of the game is rewarding.

Housemarque has said it paid more attention to refining saros‘ combat and the game’s incorporating experience, admitting that its predecessor, Return, It took me a while to learn how to play.

Speaking to IGN as part of the media preview, Mitja Roskaric, associate design director at Housemarque, explained how the team developed the game’s so-called “bullet ballet” battle system by making the player’s constant need to move rewarding.



Leave a Comment

Your email address will not be published. Required fields are marked *