Gaming Returnal (PS5)

Bojan11

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Lazy Elvis couldn’t be bothered creating the thread.




Ever since last year’s first reveal, you know some of what to expect. Housemarque has touched upon Returnal’s combat; teased its story. (If you haven’t kept up to date, don’t worry: we recap below). Now, after spending several hours with a near-complete version of the game, we have a better sense of how these and more come together. And, in addition, how Housemarque is leveraging the PlayStation 5’s features for an impressive next-gen debut.

A broadcast signal of unknown origins draws Selene, a Greek-American ASTRA deep space scout to an unmapped world. Her arrival onto Atropos is a violent one: an explosive accident mid-orbit sends her ship Helios spiralling into a crash landing. This sequence is an excellent early showcase for what the studio’s got in store for us with the DualSense controller’s haptic feedback: every metal-crunching impact is mimicked on the controller. When a flaming Helios roars across the width of your TV screen, you feel that fatal flyby through your hands

The ASTRA scout isn’t a trigger-happy supersoldier. Thoughtful rather than cavalier, she has a scientist’s mind and an explorer’s tenacity. She’s also human. That steadfast persona slow unravels, sold convincingly by Jane Perry’s grounded vocal performance. Uncertainty slowly creeps into the edges of her analytical monologues, while recovered audio logs – voice recordings of another self (is it future, or is it past?) that tease upcoming encounters – unsettle with their increasing erraticness.

In the field, Selene’s nimble. Dash-dodges to leap across chasms, avoid – even pass through – enemy projectiles. A coloured HUD radial around the character marks direction and proximity of attacks. She can mantle. Early unlocks of a blade and hookshot open up melee and faster traversal options. The hookshot’s generous reach on marked grapple points zip you across wide areas.

Within any cycle, dealing damage but avoiding it yourself builds Adrenaline, a mechanic that stacks up to five levels, each tier unlocking an enhancement: increases to weapon damage, vision (enemies marked by a red circle), strengthening your melee attack and more. Get hit once and everything resets. It’s a great incentive to stay sharp and promotes high-level play.

Weapons recharge rather than reload; during that time a trigger tap right to instantly recharge and earn a damage bonus (Overload). Mess up and your weapon jams. Every weapon has an alt-fire mode and an additional unlockable ability once you’ve downed enough enemies. Both are pulled from a large pool of possible attacks, leading to an extensive range of potential weapon builds.

At the bottom left corner of your on-screen HUD are suit integrity (health) and weapon proficiency bars. Integrity can be replenished or extended with collectables. Your weapon proficiency bar dictates the power level of the next found weapon, be it an enemy drop or unlocked chest. That too can be increased through items collected. Weapons range from familiar analogues (pistol, rifle) to otherworldly types (the Spitmaw Blaster fires a corrosive fluid that eats away at enemy health over time). The audio on these things packs a punch: blasts echo across valley floors and reverberate in tight quarters. Fun fact: Those reverberations are in real time, using a mix of 3D audio and ray casting, dynamically changing based on your position

Built on top of all that are multiple, interconnecting game systems that spice up every cycle. Artifacts give you buffs for the duration of your current run (deal 10% more damage to a low health target, or use slo-mo when in alt-fire mode, for example). Consumables are one-off activations (healing shot, shields). Parasites, living, scuttling entities that’ll latch onto your suit if picked up, best example the gamble of Returnal’s modifiers, always pairing reward with risk. One may increase the stats of the weapons you find next, but your melee damage is reduced by half. A specific alien device can remove all parasites but costs Oblities, the planet’s version of currency dropped by enemies on death and unearthed from rocks that glow a tell-tale yellow.

You’re forever outnumbered, but quick reactions and core feedback loops make for satisfying combat encounters.

There’s a vibrant diversity to the alien species intent on killing you as soon as you enter an area. Multi-tentacled quadrupeds, leaping biped juggernauts, squid-like flyers, armoured lurkers… their ferocity and attack patterns are scaled such that with quick wits and reactions they’re survivalable, regardless of which combination or number you face. Many fire projectile cascades. There’s an echo here of bullet hells, but brightly coloured as they are, you’re never caught unawares. I have to speak to the game’s 3D audio design, which, if you’re wearing a compatible headset, lets you better pinpoint enemy placement around you. While wearing the Pulse 3D Wireless headset for PS5 on one cycle, I registered the sound of an enemy approaching from the rear. I whirled round, freezing my aim exactly where it was spawning, taking it out before it could pounce.

While you’re never far from a firefight, Returnal is as much an explorative platformer as it is a shooter. You’re not ploughing through a set number of small arena-style kill boxes in quick succession. Level design is hugely varied and you have breathing room to explore. For the majority of your playtime, a good two-thirds of the screen real estate is dedicated to the world around you. Yes, that’s also to best assess threat placement during combat, but it also captures the colossal scale of the alien civilisation. Smaller touches outside combat sell the atmosphere. The indistinct call of wildlife in the far distance; writhing grass that’s one of the planet’s non-aggressive lifeforms; the dirt smears that gradually accumulate on Selene’s suit; the steady patter of rainfall felt through the DualSense controller’s haptic feedback.

Doorways open to claustrophobic alleys, multi-floor structures, tiny caves, partially-destroyed bridges. Hidden catacombs and side rooms are rife. Traps, interactive alien devices – and the items needed to access them – are nestled here and there (such as Fabricators, which generate items, or the Reconstructor, a one-time resurrection machine you’ll return to on death, keeping you in the current cycle with loadout intact). Unreachable spots will taunt you until you’ve found and incorporated the right alien tech to access in future cycles. You’re given a general compass direction to your central goal, but you’re otherwise free to explore as much or as little as you like. Further exploration and backtracking will help you upgrade equipment, unlock sealed sections and delve into the lore of the long-dead civilisation. Alternatively, focus on combat and stack the odds increasingly against you. It’s your choice.

Every biome is visually distinct, with its own challenges and creatures (though once encountered, ultra-tough ‘Elite’ versions of enemies will start to bleed into other locales). Progression is non-linear. Each biome has a main ‘boss’, but once overcome, you’re not locked to facing it down on subsequent cycles. Stumble into the right area, and you can travel straight to another biome. Here’s your PS5 console’s SSD at work: passing through a portal into another part of Atropos seems as fast as walking through a door. Resurrections are also quick: a few seconds of flashback and you reawaken at the crash site.
 
Will this be coming to PS Now?

No
Will this be coming to x box?

Maybe on gamepass day one.
Will this be coming to Nintendo?

No, because the graphics are not good enough.
Will this be coming to iOS?

You’re a plank.


Will this be £70?
No, £69.99.

Will.i.am?

No.

Copyright © 2021 by Bojan.
 
Looking forward to this, Housemarque games are always alot of fun to play. Interesting to see how they'll fare with the story seeing this is their first go at something like this.
 
Looking forward to this, Housemarque games are always alot of fun to play. Interesting to see how they'll fare with the story seeing this is their first go at something like this.

Yep, you just know the gameplay with will be satisfying and fluid its the rest the question mark hangs over.
 
Anyone else slightly put off by that women’s face. Looks abit annoying.
 
I'm not really feeling this game. Not sure hiring someone from Game Of Thrones convinces me to try it
 
FFS Bojan, come back already. FFS!


 
I wasn’t interested in this game but it looks great to be fair.
 
I fixed the annoying spaces in the thread title.
 
I haven't seen much of the gameplay but it feels like too much going on if that makes sense? Like it's very dark and there's creatures with fecking limbs everywhere and just chaos when you fight something. Seems a messy game and I kind of prefer that crisp cleaner feel to a game. That probably makes no sense but I know what I'm talking about.
 
I haven't seen much of the gameplay but it feels like too much going on if that makes sense? Like it's very dark and there's creatures with fecking limbs everywhere and just chaos when you fight something. Seems a messy game and I kind of prefer that crisp cleaner feel to a game. That probably makes no sense but I know what I'm talking about.
That's pretty standard for a Rogue Lite game, but I get you.
 
I think I'm going to end up preordering this. Previews are very encouraging and Rogue-lites are arguably my favourite genre.
 
Just watched the first 17 minutes. Looks really fun and I like the aesthetic of it. Not sure whether to pick it up on release though. At the moment I'm thinking I probably will. £64 is the cheapest I've seen it so far.
 
I haven't seen much of the gameplay but it feels like too much going on if that makes sense? Like it's very dark and there's creatures with fecking limbs everywhere and just chaos when you fight something. Seems a messy game and I kind of prefer that crisp cleaner feel to a game. That probably makes no sense but I know what I'm talking about.
Not really different from previous such games right? That's how it's supposed to be.
 
Not really different from previous such games right? That's how it's supposed to be.

I'm sure they are. I don't have any knowledge of previous games but it's just not my thing.
 
Nah, Dead Space for me was all about atmospheric survival horror, until EA killed the franchise. This looks too "messy" and actiony compared to Dead Space.
 
Gonna be a banger, expect decent scores from most.

Can just tell from the free flowing combat its my type of game.

Anything that has dashes, fast paced shooting and movement that plays like the Quake/Unreal Tournament era is a winner in my book.