- Saros contains “handcrafted” levels that were built “in a procedural matter”
- Levels will change in appearance each time players respawn
- Art director Simone Silvestri says the team tested the game a lot to ensure “a really good flow across the experience”
Housemarque’s Saros features handcrafted courses that will change each time you restart, opening up new paths that lead to additional rewards.
In PlayStation Blog’s hands-on preview for Saroscreative director Gregory Louden and art director Simone Silvestri discussed the game’s core features at length, including the game’s roguelike mechanics.
IN Saroswhen players die, they respawn immediately, but previously explored levels 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 hand-crafted levels, hand-crafted art, hand-crafted design, hand-crafted combat encounters, and then we kind of tie them together in a procedural case,” Silvestri explained.
While there is a literal golden path that leads directly to the main objective, players can also explore levels filled with hidden side paths that offer rewards that are guarded by puzzles and require quick reflexes or the correct tools to claim.
“We play our game a lot and we keep testing to make sure we have a really good flow across the experience.”
While exploring, players can also discover long-lost colony camps that can be pieced together to find them, the playable protagonist Arjun is out to rescue. Finding out what happened to the colony is the primary goal, but unlike Return‘s lonely story, Saros will also feature other characters who play a part in the mystery.
“We knew right away that we wanted multiple viewpoints,” Louden said. Arjun’s relationship with these characters builds over the course of the game in a number of ways.
“It creates this pressure cooker of a multi-perspective experience,” added the developer.
We will be able to play Saros when it launches on PlayStation 5 next month, on April 30.
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