
Saros Review Discussion: A Solid Shooter That Roguelite Fans Will Likely Rogue-love - Beyond Clips
Audio Summary
AI Summary
Soros, the latest game from Housemark, is a roguelike third-person arcade shooter starring Rahul Kohley. The game has received a range of reviews, with one reviewer giving it a seven out of ten, noting it as a "good video game." Housemark has a long history of developing this specific type of game, dating back to the PS3 era, including the well-known Returnal. Soros takes inspiration from 90s arcade shoot 'em ups and 80s Rootron 2084, combining them with impressive visuals and art direction.
A key improvement in Soros over Returnal is the "number go up" feeling, where even failed runs provide meaningful rewards, making players stronger for subsequent attempts. This progression system, tied to a new skill tree, is seen as a significant positive change for attracting new audiences. However, this comes with a trade-off in build diversity compared to Returnal, where health and revives were more influenced by RNG, which some players, who enjoy the emotional swing of randomness, might miss.
Unlike Returnal, Soros allows players to suspend their runs from the outset, a feature that was only patched into Returnal much later. This quality-of-life improvement, along with the game's slogan "come back stronger," emphasizes a design that rewards players for their failures without being overly punishing. The game's core moment-to-moment gameplay, especially the shooting mechanics, is described as "tight" and "wonderful."
One point of contention among reviewers is Soros's attempt at storytelling. While Housemark's earlier games, prior to Returnal, didn't heavily focus on cinematic presentation or serious narratives, Soros, like many modern Sony single-player titles, tries to weave a story. Some feel that the narrative doesn't always succeed and can feel jarring when juxtaposed with the arcadey gameplay. The story progression in Soros is less about relationship building, as seen in games like Hades, and more about uncovering the mysteries of the planet Carcosa, its doomed civilization, and a "satanic eclipse." While the attempt to provide a narrative context for the roguelike loop is appreciated by some, others found it to be secondary to the core gameplay, often skipping cutscenes to get back to the action.
The game's presentation, including its gorgeous environments, is praised, but the procedural generation of levels in a roguelike context means that these environments, while impressive initially, can lose some of their wonder on repeated playthroughs as variations are seen repeatedly. Some players expressed a preference for a more handcrafted, bespoke experience given the level of detail and presentation.
Despite some of these reservations, Soros is highly regarded by players who appreciate its mechanical solidity. The movement, air dash, and shooting mechanics are consistently praised. The game offers fast travel points, allowing players to start later in the story, making runs shorter (around 30-40 minutes) for those who prefer it, while still allowing for longer, multi-biome runs for players seeking a greater challenge.
A standout mechanic for some players is the parry system. Unlike typical third-person action games, Soros features three types of enemy projectiles: blue (absorb with shield to power weapons), yellow (dash through, but absorbing or hitting them reduces max HP), and red (cannot dodge, but can be parried). Parrying red orbs with a melee button sends a wave of energy back at enemies, clearing other projectiles and staggering foes. This defensive and offensive tool, while requiring timing to master, significantly enhances the combat experience.
However, some players felt that Soros offers a more limited set of tools and less build craziness compared to other roguelikes. For instance, Returnal had ten different weapons, whereas Soros has five, albeit with multiple firing modes. While Soros's weapons offer deeper customization, players have less control over these modifications, leading to a less "flashy" and more consistent, yet potentially less diverse, experience. The weapons in Soros, such as a pistol, machine gun, and shotgun, are described as more conventional compared to the "alien" feel of Returnal's weaponry, like the pylon driver.
Another minor critique is the presence of stretches in environments where players run for significant periods without encountering enemies or engaging in much action, aside from some mild platforming. While the game's visuals and controls make these moments tolerable, they can feel like padding during repeated runs.
Ultimately, Soros is seen as a "serious" roguelike that maintains a tight, reined-in experience, rather than embracing the jankiness and absurd, broken builds often found in other titles in the genre. While this consistency is mechanically sound, some players desire more diversity and "craziness" in builds to keep repeated runs fresh and exciting. Housemark's history with Returnal suggests that Soros could evolve with future patches, potentially introducing more varied parameters and modes to cater to a broader audience, from hardcore players to those who enjoy more outlandish builds. The game is considered a strong recommendation for fans of Returnal and those who enjoy fast, crunchy gameplay with plenty of bullets and guns, but new players should manage expectations regarding its narrative depth and the repetitive nature inherent to the roguelike genre.