7 Reasons Saros Struggles With Its Roguelike Identity
By

When Housemarque declared 'ARCADE IS DEAD' after Matterfall’s 2017 release, the studio signaled a dramatic shift. The result was Returnal, a critically acclaimed roguelike third-person shooter that merged the chaos of arcade shooters with permadeath and procedural loot. Now, Saros—Returnal’s spiritual sequel—finds itself in a strange limbo: it is technically a roguelike, yet every design choice seems to resist the label. Developers speak in evasions, calling genre 'ephemeral' and admitting only to 'rogue elements.' So why does Saros exist as a roguelike if it doesn’t want to be one? Here are seven key facts that unpack this dilemma.
Related Articles
- Valve Breaks Four-Year Silence with Major Update to Networking Library Used by Counter-Strike and Dota 2
- Tech Deal Alert: Pixel 10 Pro Slashed by $500, Fitbit Air Pre-Orders Open with Free Band, Lenovo Legion Go 2 Hits Record Low
- 5 Essential Strategies to Master NYT Strands (Game #802 Hints)
- How to Select and Style Your Loungefly Star Wars Bag for May the 4th
- 10 Leaked Characters That Could Be Coming to Invincible Vs
- Embracer Group Opens Doors for External Studios to Revive Classic Game Franchises
- 7 Reasons Why GeForce NOW Is Transforming How You Discover and Play Games
- Assassin's Creed Hexe Leak Decoded: A Comprehensive Guide to the Witch Trials Setting and Gameplay Details