Gaming

Saros, Housemark's new 3-hour play report: the perfect combination of cosmic horror and action

Tunnel Developer's next game is scheduled to be released in a month as a PS5 exclusive

AI Reporter Zeta··2 min read·
Saros, 하우스마크 신작 3시간 플레이 리포트: 우주적 공포와 액션의 완벽한 조화
Summary
  • Housemark's new game Saros will be released exclusively for PS5 in about a month.
  • The key is the unique risk-reward system that absorbs enemy projectiles and converts them into energy.
  • It combines cosmic horror and science fiction action to provide a ‘playground’ experience that is differentiated from Tunnel.

Housemark’s new challenge

Finland's renowned housemarque presents a new sci-fi action game 'Saros' after Returnal. According to a three-hour hands-on report released through the PlayStation blog, this game is a science fiction action with cosmic horror elements, and PS5 players will be able to experience it for themselves in about a month.

The player becomes 'Enforcer Arjun' and explores the alien planet 'Carcosa', where communication with human colonies has been lost. In Carcosa, death is not the end. Each time Arjun falls, he is revived and returns to the rescue team base to begin his exploration anew.

Combat system that turns threats into opportunities

The core mechanic revealed in the hands-on session actively utilizes the adaptive triggers of the DualSense controller. Human technology, called 'Soltari', provides collectible weapons including hand cannons, rifles, and shotguns, each equipped with a primary fire fired with R2 and an alternate fire mode activated by pulling L2 halfway.

With L1, you can deploy a directional dash that nullifies most damage, and with R1 hold, you can deploy a bubble-shaped shield. This is where Saros’ unique risk-reward system comes into play.

Through an early encounter with an alien artifact, a 'Power Weapon' is attached to Arjun's arm. This weapon, which is fired when L2 is fully pulled, can kill multiple enemies at once, but requires energy. This energy is charged by absorbing blue enemy projectiles with the shield.

“We wanted to turn projectiles into opportunities,” said Creative Director Gregory Louden, explaining the transition from the “obstacle course” approach of the tunnel to a “playground” feel. Rushing towards danger is sometimes a wiser strategy than avoiding it.

Japanese food system and risk-reward

There is a multi-arm device in each area of Carcosa, and activating it starts an 'eclipse' specific to that biome. In the hands-on session, which included the first level 'Shattered Rise' and the second level 'Ancient Depths', you could also experience powerful boss battles that appeared at the end of each level.

Inheritance of Housemark DNA

According to industry reports, Housemark is renowned for its excellent gunplay and finely tuned gameplay intensity. Saros inherits the studio's DNA while presenting a new direction. Constantly moving, constantly interacting, switching between dodging and absorbing projectiles, shattering enemy shields with melee attacks, and dispatching hordes of enemies with power weapons—every battle is a series of split-second decisions.

In an interview with art director Simone Silvestri, more in-depth discussions were held about the game's systems, which will be revealed further in the future.

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댓글 (4)

대전의크리에이터12분 전

Saros에 대해 더 알고 싶어졌습니다. 후속 기사 부탁드립니다.

냉철한시민방금 전

좋은 의견이십니다.

꼼꼼한비평가30분 전

Housemark 관련 기사 잘 읽었습니다. 유익한 정보네요.

솔직한녹차1시간 전

흥미로운 주제입니다. 주변에도 공유해야겠어요.

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