- Saros features “hand-crafted” levels that were constructed “as a matter of procedure”
- The appearance of levels will change each time players respawn
- Art director Simone Silvestri says the team tested the game extensively to ensure “very good fluidity throughout the experience.”
Housemarque’s Saros features hand-crafted levels that will change every time you respawn, opening new paths leading 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 core features at length, including the game’s roguelike mechanics.
In SarosWhen players die, they immediately respawn, but previously explored levels will be altered physically and visually, 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 artwork, hand-crafted designs, hand-crafted combat, and then we kind of connect them in a procedural matter,” Silvestri explained.
While there is an actual golden path that leads directly to the main objective, players can also explore levels filled with hidden side paths, which offer rewards guarded by puzzles and require quick reflexes or the right tool to claim them.
“We play our game a lot and we continue to test the game to make sure the experience runs smoothly.”
While exploring, players can also discover long-lost colony camps that can be pieced together to find those that Arjun, the playable protagonist, wants to save. Understanding what happened to the colony is the main goal, but unlike Backthe lonely story, Saros will also feature other characters who play a role in the mystery.
“We immediately knew we wanted more views,” Louden said. Arjun’s relationships with these characters are built over the course of the game in multiple ways.
“It creates this pressure cooker of an 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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