- saros presents “artisanal” levels that were built “as a matter of procedure”
- The appearance of the levels will change each time players respawn.
- Art director Simone Silvestri says the team tested the game extensively to ensure “a really great flow throughout the experience.”
Casamarque saros Features handcrafted levels that will change each time you respawn, opening new paths that lead to additional rewards.
In the PlayStation Blog’s hands-on preview for saroscreative director Gregory Louden and art director Simone Silvestri discussed the game’s main features in detail, including the game’s roguelike mechanics.
In sarosWhen players die, they will respawn immediately, but levels that have been previously explored will be physically and visually altered, meaning players will have to use their wits and the game’s branching paths to explore their surroundings.
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“We have handcrafted levels, handcrafted art, handcrafted design, handcrafted combat encounters, and then we connect them into a procedural matter,” Silvestri explained.
While there is a literal golden path that leads directly to the main objective, players can also investigate levels filled with hidden side paths, which offer rewards protected by puzzles and require quick reflexes or the right tool to claim.
“We play our game a lot and we keep testing to make sure we have a great flow to the experience.”
While exploring, players can also discover long-lost colony camps that can be rebuilt to find those that Arjun, the playable protagonist, wants to rescue. Finding out what happened to the colony is the main objective, but unlike ReturnThe lonely story of saros It will also feature other characters who play a role in the mystery.
“We immediately knew we wanted more points of view,” Louden said. Arjun’s relationships with these characters are built throughout the game in many ways.
“It creates this pressure cooker experience, with multiple perspectives,” the developer added.
we can play saros when it launches on PlayStation 5 next month on April 30.
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