
*Saros* gameplay footage is here! This time, the bullet-hell combat is even more intense.
What impressed me the most was how it turns “defense” into offense. In Returnal, the last-second dodge was already thrilling enough, feeling like a blend of Nex Machina’s bullet-hell pressure and third-person action. But Saros goes a step further this time: the newly added parry counter isn’t just a survival tool—it can smack incoming projectiles right back at enemies, and that completely changes the feel of combat.

Judging from the latest short gameplay footage, Housemarque’s signature bullet-hell combat style is still intact, and clearly even more ruthless. When protagonist Arjun clashes with elite enemies, the fight already feels a bit like Returnal meets Furi—highly oppressive and much more aggressive in pace. The yellow corrupted ammo is especially notable: getting hit by it directly lowers your maximum health, and after landing, it lingers on the field like a mine before slowly rising again. It’s a very clever way of continuously reshaping the battlefield!

That brings us to another point: the combination of close-range red bullet patterns and corrupted rounds is clearly not designed for you to simply roll through and be done with it. Now, in addition to using a grappling hook to escape danger, players can also absorb blue projectiles to charge powerful weapons in exchange for a burst of damage. Later on, Arjun can even unlock an upgrade that lets him absorb corrupted projectiles as well. That shows Saros isn’t just trying to be “a harder Returnal,” but wants to tie risk management, resource conversion, and damage windows together.

What’s interesting is that this design philosophy feels a lot like what many great indie games do: first put you in a high-pressure situation, then give you several ways to turn that pressure into reward. Great bullet-hell games have never been about simply piling on more bullets—they’re about letting players make choices in the gaps. What moves me most about Saros so far is precisely this sense that “danger is a resource.” The developers have also released a 10-minute gameplay video for SAROS 沙罗周期, and at least based on this showing, the core loop is already very clear.
That said, it’s a bit unfortunate that the currently available footage is still fairly short, so it’s hard to draw any firm conclusions yet about the system depth or level variety. I’ve always had a soft spot for Housemarque, but fondness is one thing—if this game really wants to succeed, it still has to prove it can keep finding fresh ways to develop these mechanics, rather than relying on visual spectacle alone. If future enemy combinations, upgrade paths, and Boss mechanics continue to build around parry counters and projectile absorption, then it could very well become a new target for players who love high-pressure action games.
The buying advice is also straightforward: if you already enjoy high-intensity combat like Returnal and like finding openings to strike back amid bullet hell, then this is a game worth keeping a close eye on. Saros has now gone gold and will launch on PS5 on April 30. As for players who just want to relax and enjoy the scenery, this one probably won’t be too gentle—after all, its appeal is clearly built on tension, judgment, and on-the-fly decision-making.





















Kommentare 0
Wir freuen uns auf deine Meinung
Beteilige dich an der Diskussion und teile deine Bewertung des Spiels.
Noch keine Kommentare. Teile deine Bewertung.