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Housemarque's "Saros" – PS5 vs PS5 Pro Deep Dive + Gameplay Impressions
Core Overview
- Spiritual successor to Returnal
- Third-person:
- Bullet hell shooter
- Roguelike structure (but softened)
- Built in Unreal Engine 5 with custom tech enhancements
Big Design Goal
- Take Returnal's formula and make it:
- More polished
- More approachable
- Less punishing / less repetitive
Visuals & Tech
Standout Feature: Particle Systems
- Major visual identity of the game:
- Massive VFX explosions
- Color-coded projectiles for gameplay clarity
- Enemies dissolve into voxel-like particle effects
- Custom Housemarque particle tech likely still in use
- Designed for:
- Visual clarity during chaos
- Avoiding player overwhelm
Environment Design
- Biomes:
- Desolate alien landscapes
- Mix of:
- Stone ruins
- Machine civilization elements
- Dynamic changes:
- "Eclipse" states alter visuals + difficulty
- Trade-off:
- Less environmental destruction vs older Housemarque games
Tech Limitations / Choices
- No strong evidence of:
- Nanite
- Lumen ray-traced GI
- Uses:
- Screen-space reflections
- Pre-baked + hybrid shadows
- Some:
- Pop-in
- LOD transitions (partially hidden by level design)
PS5 Pro vs PS5 Comparison
PS5 Pro (Best Version)
- Mode:
- 4K output via PSSR
- ~1440p internal resolution
- Image quality:
- Very sharp
- Clean edges
- Minimal noise
- Key win:
- Particles remain stable (rare for upscalers)
- Performance:
- Targets 60 FPS
- Mostly locked
- Minor drops in heavy scenes
Base PS5
- Likely uses:
- FSR2 / FSR3 upscaling
- Lower internal resolution (~1224p)
- Issues:
- Softer image
- Flickering / aliasing
- Particle effects degrade significantly:
- Ghosting
- Smearing
- Performance:
- Also targets 60 FPS
- Slightly more drops + traversal stutter
Overall Config
- Single visual mode (no toggles)
- Strong design philosophy:
- Prioritize consistency + polish over options
Gameplay Evolution (vs Returnal)
Core Feel
- Faster, smoother, more responsive combat
- Improved:
- Animation
- Movement
- Gunplay polish
Major Changes
1. Permanent Progression
- "Armor Matrix" system:
- Persistent upgrades between runs
- Includes:
- Stat boosts
- Extra lives
2. Difficulty Customization
- "Carcosen modifiers":
- Add:
- Easier protections
- Harder challenges
- Add:
3. Reduced Roguelike Friction
- "World Dial" system:
- Jump directly to unlocked biomes
- Less forced repetition
- Farming viable:
- Grind weaker enemies for upgrades
4. Combat Accessibility
- Soft lock-on aiming:
- Less precision required
- Focus shifts to:
- Movement
- Dodging
Difficulty & Accessibility
- Still challenging, but:
- Less punishing than Returnal
- Designed to:
- Reduce frustration
- Encourage progression
- Easier to stick with long-term
Story & Structure
- More character-driven than Returnal
- Premise:
- Exploration team investigating missing colonists
- Between runs:
- Interact with crew members
- Breaks up pacing vs constant action
Overall Assessment
Strengths
- Extremely polished gameplay loop
- Best-in-class particle effects
- Much more approachable than Returnal
- Strong performance (especially on PS5 Pro)
Weaknesses
- Less dynamic environments (less destruction)
- Some visual tech not cutting-edge (no Lumen/Nanite)
- PS5 version noticeably weaker visually
Final Verdict
- Housemarque refined their formula:
- Same core DNA as Returnal
- But:
- Smoother
- More accessible
- Less frustrating
- Overall:
- High-quality Sony first-party style experience
- "Come back stronger" philosophy clearly achieved
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