IMDb RATING
7.9/10
1.2K
YOUR RATING
Roguelike about an astronaut trying to reach the source of a strange signal on a surreal forbidden planet where each time she gets killed by the hostile aliens she's sent back to the moment ... Read allRoguelike about an astronaut trying to reach the source of a strange signal on a surreal forbidden planet where each time she gets killed by the hostile aliens she's sent back to the moment she arrived on the alien world.Roguelike about an astronaut trying to reach the source of a strange signal on a surreal forbidden planet where each time she gets killed by the hostile aliens she's sent back to the moment she arrived on the alien world.
- Won 4 BAFTA Awards
- 8 wins & 11 nominations total
Featured reviews
In short:
Surreal setting and intriguing plot with roguelike die-and-start-over gameplay and fluid, polished FPS controls and camera.
Lacks the growth and progression of many roguelikes, making many play-throughs entirely wasted, and the game inaccessible if you lack hyper twitch skills.
More detail: Mystery right from the start, in a surreal world with a surreal premise, and the intrigue is cleverly built into the rogue-like gameplay, with gradual reveals as you slowly unlock more areas and abilities and discover more secrets. It's dark, creepy, and the lightning, soundtrack, and sound effects combine well.
It's the first FPS I've seen that's a roguelike, and I expected it to be poorly implemented. But the controls are smooth, both in movement and shooting, and the camera is easy to control. Areas where combat starts allow for a wide range of tactics, with natural cover, potential for chasms or other drops to maintain distance, and often ways to get higher or lower than the enemies.
You might have to be familiar roguelike, rogue-lite, metroidvania style games to properly enjoy the semi-repetitive nature of dying and restarting over and over and over again. But honestly, that's what makes them such addictive games. Most 'runs', you'll unlock just a little more to make the next run easier. It could be a stat boost, a gear upgrade, or a more unique ability that gives you access to shortcuts and new areas. Whatever it is, that constant little increase in achievement just feels so good.
Unfortunately, while it looks like there are going to be tonnes of different things to unlock and to discover... the difficulty level can be a significant barrier.
In most other roguelikes, the difficulty is extreme to begin with too. But in many, as you replay over and over, you grow in minor ways that ultimately lead you to reaching a level where you can manage. That makes each play-through feel rewarding, even if you die right near the end of a level or after getting tonnes of abilities and power ups - because you know that even though you missed out on that try, you're a fraction closer to success next time. In Returnal, each death just feels like a complete waste, because all the relevant investment and growth is reset each time.
Importantly, within each run most of the game mechanics are designed to only award perfection. Three primary examples are:
1) The healing items double as max health increases, except you only get that max increase if you don't use it as a healing item. That is, the only way to increase your max health is to never get hit, otherwise the items are wasted in simple healing instead.
2) All weapons have a 5-stage power up that is entirely dependent on not getting hit. One of the power ups is a considerable increase in the resource used to gain access to higher level weapons. If you get hit, the power up resets, so your progression will be too slow to ever reach higher levelled weapons.
3) Another of the power ups is having an additional weapon ability, such as firing off a range of homing pulses in addition to the main ammunition. If you get hit, it resets back to just the main ammunition.
In summary of those three points: if you get hit, you lose out on a range of benefits and bonuses that will prevent you from levelling up properly during that run, in numerous ways. As a result, you'll be more likely to get hit again, and the cycle repeats. The overall impact this has is that if you get hit once or twice, you can be sure that run will be wasted, so you may as well die right there and start afresh. Perfect play or restart, perfect okay or restart, perfect play or restart...
Final comment: Another in a string of games that are hard for the sake of being hard. Except in this case, it's otherwise an amazing, intriguing, addictive game. That makes it all the more painful to have to let it go afterixx cd you get stuck in an endless loop of dying with no benefit.
Lacks the growth and progression of many roguelikes, making many play-throughs entirely wasted, and the game inaccessible if you lack hyper twitch skills.
More detail: Mystery right from the start, in a surreal world with a surreal premise, and the intrigue is cleverly built into the rogue-like gameplay, with gradual reveals as you slowly unlock more areas and abilities and discover more secrets. It's dark, creepy, and the lightning, soundtrack, and sound effects combine well.
It's the first FPS I've seen that's a roguelike, and I expected it to be poorly implemented. But the controls are smooth, both in movement and shooting, and the camera is easy to control. Areas where combat starts allow for a wide range of tactics, with natural cover, potential for chasms or other drops to maintain distance, and often ways to get higher or lower than the enemies.
You might have to be familiar roguelike, rogue-lite, metroidvania style games to properly enjoy the semi-repetitive nature of dying and restarting over and over and over again. But honestly, that's what makes them such addictive games. Most 'runs', you'll unlock just a little more to make the next run easier. It could be a stat boost, a gear upgrade, or a more unique ability that gives you access to shortcuts and new areas. Whatever it is, that constant little increase in achievement just feels so good.
Unfortunately, while it looks like there are going to be tonnes of different things to unlock and to discover... the difficulty level can be a significant barrier.
In most other roguelikes, the difficulty is extreme to begin with too. But in many, as you replay over and over, you grow in minor ways that ultimately lead you to reaching a level where you can manage. That makes each play-through feel rewarding, even if you die right near the end of a level or after getting tonnes of abilities and power ups - because you know that even though you missed out on that try, you're a fraction closer to success next time. In Returnal, each death just feels like a complete waste, because all the relevant investment and growth is reset each time.
Importantly, within each run most of the game mechanics are designed to only award perfection. Three primary examples are:
1) The healing items double as max health increases, except you only get that max increase if you don't use it as a healing item. That is, the only way to increase your max health is to never get hit, otherwise the items are wasted in simple healing instead.
2) All weapons have a 5-stage power up that is entirely dependent on not getting hit. One of the power ups is a considerable increase in the resource used to gain access to higher level weapons. If you get hit, the power up resets, so your progression will be too slow to ever reach higher levelled weapons.
3) Another of the power ups is having an additional weapon ability, such as firing off a range of homing pulses in addition to the main ammunition. If you get hit, it resets back to just the main ammunition.
In summary of those three points: if you get hit, you lose out on a range of benefits and bonuses that will prevent you from levelling up properly during that run, in numerous ways. As a result, you'll be more likely to get hit again, and the cycle repeats. The overall impact this has is that if you get hit once or twice, you can be sure that run will be wasted, so you may as well die right there and start afresh. Perfect play or restart, perfect okay or restart, perfect play or restart...
Final comment: Another in a string of games that are hard for the sake of being hard. Except in this case, it's otherwise an amazing, intriguing, addictive game. That makes it all the more painful to have to let it go afterixx cd you get stuck in an endless loop of dying with no benefit.
I bought this game for the PS5 because I wanted to try and diversify the type of games I played.
This game delivered in amazing ways such as the haptic feedback and sensations you feel on the dual sense 5 which is very reminiscent to what your character is doing in the game. There is also lots of unique and entertaining horror/sci-fi visuals and for that it deserves an 8.
The story is very mediocre and the fact that you have to respawn every time you die and it feels like you're not really advancing anywhere specific makes the game hard to enjoy for such a high price. However if the price does come down, it definitely is worth trying out.
This game delivered in amazing ways such as the haptic feedback and sensations you feel on the dual sense 5 which is very reminiscent to what your character is doing in the game. There is also lots of unique and entertaining horror/sci-fi visuals and for that it deserves an 8.
The story is very mediocre and the fact that you have to respawn every time you die and it feels like you're not really advancing anywhere specific makes the game hard to enjoy for such a high price. However if the price does come down, it definitely is worth trying out.
After reading some reviews on here I felt obligated to leave one of my own. This game is so misunderstood. Most people that gave this game low ratings are bad at the game and are mad they have to start over after every death. Just because you're not good at a game doesn't mean it's bad. On the contrary, this game is incredible. Great combat that gets more rewarding the more you play and adapt. Weapons become better the more you play and you unlock more powerful consumable as well. The story is up for interpretation, but the difficulty is that way for a reason. The main character is locked in a personal hell that she can never leave.
Give this game a chance and I promise you won't regret it.
Give this game a chance and I promise you won't regret it.
Its a diamond in the rough. Each run is unique with a wide variety of artifacts, parasites, and items that can synergize with one another. Each gun has multiple traits to unlock each with their own tiers to upgrade. I think it really incentivizes the player to look outside their comfort zone. In it's grasp of roguelike mechanics, it stands among the best.
We all know at the end of the day stories are good in games, but game-play is king; Returnal checks both of these boxes. The dark narrative is refreshing and unique, a far cry from the sea of cliche story lines that find their way to the mainstream. This one stayed with me, and when you hear the desperation and momentary bouts of insanity in Selene's rage against her fate, you can't help but sympathize and fight harder to free her from her hell, if you even can.
For those who rated this game poorly for having to start over after dying, I'd not only not recommend this game to you, but roguelikes entirely. That premise is the foundation of the genre. It's like buying a sandwich, and complaining when you ate it you noticed two pieces of bread with ingredients between them. That's just what a sandwich is. It isn't that you don't like this particular sandwich, but sandwiches entirely. I'd recommend sticking to the tried and true chicken tenders and french fries; but for my fellow sandwich connoisseur's out there, this one's one of the best.
We all know at the end of the day stories are good in games, but game-play is king; Returnal checks both of these boxes. The dark narrative is refreshing and unique, a far cry from the sea of cliche story lines that find their way to the mainstream. This one stayed with me, and when you hear the desperation and momentary bouts of insanity in Selene's rage against her fate, you can't help but sympathize and fight harder to free her from her hell, if you even can.
For those who rated this game poorly for having to start over after dying, I'd not only not recommend this game to you, but roguelikes entirely. That premise is the foundation of the genre. It's like buying a sandwich, and complaining when you ate it you noticed two pieces of bread with ingredients between them. That's just what a sandwich is. It isn't that you don't like this particular sandwich, but sandwiches entirely. I'd recommend sticking to the tried and true chicken tenders and french fries; but for my fellow sandwich connoisseur's out there, this one's one of the best.
It's a very well crafted game with some welcomed historical influences and brilliant combat.
If you like rogue-like games, like myself, then you'll find it has a lot to offer in the genre, but it misses the mark by being too punishing in the wrong ways.
All rogue-like games require some kind of grind, but this is brutal and very unrewarding at times with very little, to no guidance. Other rogue-like games shine a light on what is expected, Returnal is just a closed book which can be exhausting to play after some time, it isn't a good thing. Games should be welcoming, not stubborn. Encouraging but challenging is the way.
The balance is a little out, and this game is set out to hurt you, but I do still recommend it a due to its overall design and bullet-hell combat. 7/10.
If you like rogue-like games, like myself, then you'll find it has a lot to offer in the genre, but it misses the mark by being too punishing in the wrong ways.
All rogue-like games require some kind of grind, but this is brutal and very unrewarding at times with very little, to no guidance. Other rogue-like games shine a light on what is expected, Returnal is just a closed book which can be exhausting to play after some time, it isn't a good thing. Games should be welcoming, not stubborn. Encouraging but challenging is the way.
The balance is a little out, and this game is set out to hurt you, but I do still recommend it a due to its overall design and bullet-hell combat. 7/10.
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