DiscoverKinda Funny Gamescast: Video Game PodcastWe Played Saros! - Kinda Funny Gamescast
We Played Saros! - Kinda Funny Gamescast

We Played Saros! - Kinda Funny Gamescast

Update: 2026-03-26
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This podcast episode delves into "Sauras," a new third-person shooter from Housemarque, the creators of "Returnal." Hosts share their early impressions from preview events, highlighting the game's intense "bullet ballet" combat, evolving world, and narrative depth. They discuss how "Sauras" builds upon "Returnal's" tight controls and DualSense integration, introducing new mechanics like shields, a skill tree with "Command," "Drive," and "Resilience" upgrades, and the impactful "eclipse" and "corruption" systems. The "eclipse" mechanic dynamically alters gameplay, intensifying challenges and offering risk-reward scenarios. The hosts also compare "Sauras" to games like "Hades" and "Demon's Souls," praising its environmental storytelling and NPC interactions, inspired by "Alien." They explore weapon mechanics, including adaptive triggers and active reload, and discuss the game's progression systems, permanent upgrades, and the "comeback stronger" feature designed to be less punishing than "Returnal." The potential for PC release and co-op is touched upon, alongside the "Carcosian Modifiers" for difficulty customization. Finally, they offer their "Rose, Thorn, and Bud" feedback, commending the audio design and anticipating the game's release.

Outlines

00:00:00
Introduction and Initial Impressions of "Sauras"

The hosts introduce themselves and the podcast, then dive into initial impressions of the game "Sauras," discussing their experiences playing it at different preview events. Andy shares his excitement about traveling to Helsinki to play "Sauras" at Housemarque Studios, highlighting it as a unique opportunity and a follow-up to the beloved "Returnal." Podcast logistics and Super Chat information are discussed before transitioning to the main topic: the "Sauras" preview.

00:04:33
"Sauras" Description, Host Previews, and Gameplay Immersion

The official description of "Sauras" is read, and the hosts begin sharing their personal experiences playing the game. Roger details his time at the San Mateo PlayStation headquarters, discussing his enjoyment of "Sauras," his initial nervousness about his skills, and how the game immediately captivated him with its gameplay and intriguing story. Andy expresses his high expectations for "Sauras," praising its visuals, boss fights, and weapon design, and emphasizing how it builds upon the tight controls of "Returnal."

00:08:34
Deep Dive into "Sauras" Narrative, World-Building, and Formula Evolution

The hosts delve into the story of "Sauras," comparing it to "Returnal's" narrative approach and discussing the game's premise involving a mega-corporation, a hostile alien planet, and a mysterious eclipse. The discussion shifts to how "Sauras" evolves Housemarque's formula, with hosts debating whether it's a true successor or an iteration, and comparing its similarities and differences to "Returnal."

00:13:19
Permanent Upgrades, New Mechanics: Shields and Skill Tree

The hosts explore "Sauras'" focus on permanent upgrades and the "comeback stronger" feature, discussing how these elements aim to make the game less punishing than "Returnal." The introduction of the shield mechanic and the skill tree in "Sauras" are discussed, highlighting how they add new layers to gameplay and how players can upgrade their character. The technical aspects of the shield's functionality are explained, including its visual representation and its crucial role in powering up special weapons, along with initial challenges in mastering its controls.

00:20:03
"Sauras" Skill Tree, UI, NPCs, and Narrative Approach

The core components of the "Sauras" skill tree are detailed, including "Command," "Drive," and "Resilience," alongside praise for the game's user interface and its inspirations from "Alien." The role of NPCs and the home base in "Sauras" are explored, with a focus on the robot representing the corporation and the narrative parallels drawn to "Alien" regarding desperation and directives. The hosts discuss "Sauras'" ability to cater to both gameplay-focused and story-driven players, highlighting how the game provides a rich narrative experience through its hub world and collectibles. Comparisons to "Hades" and "Demon's Souls" are made regarding narrative and progression.

00:25:44
Key Features, Weaponry, Combat, and Progression

The subtle changes in the main character's appearance and the environmental storytelling through audio logs in "Sauras" are discussed, emphasizing the game's depth and attention to detail. The hosts rapidly list key features of "Sauras," including "bullet ballet," "evolving, shapeshifting world," and "haunting and layered narrative," and discuss the potential for auto-save at launch. The discussion focuses on the diverse weaponry in "Sauras," the "bullet ballet" combat style, and how the game emphasizes timing and evasion over pure precision. The hosts explore the weapon mechanics in "Sauras," including the use of adaptive triggers and active reload, and compare them to "Returnal's" systems. The complexity of weapon perks and proficiency in "Sauras" is discussed, with hosts noting the potential for confusion but also the variety and impact of different weapon upgrades.

00:35:00
The Eclipse Mechanic, Corruption, and Boss Fights

The "eclipse" mechanic in "Sauras" is detailed, explaining how it alters the game world, intensifies enemy encounters, and introduces a risk-reward system involving corruption. The hosts clarify how the eclipse mechanic transforms the game's environments and gameplay, acting as a halfway point in each level that increases difficulty and unlocks shortcuts to boss fights. The noticeable increase in difficulty during the eclipse phase is discussed, along with the mechanics of corruption, how it affects health and shields, and the strategic use of ultimate abilities to manage it. The hosts differentiate "Sauras'" corruption mechanic from "Returnal's" curses, explaining that both systems exist and offer unique challenges and benefits. The hosts share their experiences with the boss fights in "Sauras," noting their difficulty and the demo's progression, and discussing how the game balances challenge with player progression. Specific effects of eclipse corruption on armor integrity and the use of power weapons to cleanse it are explained, along with player strategies for managing corrupted projectiles.

00:44:00
Controller Features, PC/Co-op Potential, Scale, and Difficulty Customization

The hosts discuss controller remapping and the immersive DualSense features in "Sauras," highlighting how they enhance the gameplay experience. The possibility of "Sauras" coming to PC and the potential for co-op gameplay are addressed, with the developers remaining tight-lipped about post-launch content. The hosts speculate on the scale and length of "Sauras," comparing it to "Returnal" and discussing how the game's structure might influence run times and overall playtime. The "Carcosian Modifiers" system is introduced, allowing players to adjust the game's difficulty through various modifiers, with limitations on making the game too easy. The potential for players to feel overpowered in "Sauras" is discussed, along with the progression of upgrades and how the game might balance player power over time.

00:51:52
Final Thoughts, Audio Design, and Release Information

The hosts share their "Rose, Thorn, and Bud" feedback on "Sauras," highlighting the story, visuals, and areas for improvement, and expressing excitement for the final release. The hosts discuss the audio design in "Sauras," particularly the loudness and potential peaking issues with PlayStation headphones, and share their experiences with different headset models. The hosts encourage community feedback on "Sauras" and remind viewers of the upcoming release date, expressing their anticipation for the game. The hosts conclude the podcast, thanking viewers and listeners, and encouraging support through their Patreon membership for ad-free content and exclusive shows.

Keywords

Sauras


A new third-person shooter from Housemarque, building on "Returnal's" formula with new mechanics and narrative.

Returnal


Critically acclaimed third-person shooter roguelike by Housemarque, known for challenging gameplay and DualSense integration.

Housemarque


Finnish game developer known for arcade-style shooters, including "Returnal" and "Sauras."

Bullet Ballet


Fast-paced, projectile-heavy combat style in "Sauras" and "Returnal," requiring dodging and weaving through enemy fire.

Roguelite


Game subgenre featuring procedural generation, permadeath, and progression between runs, incorporated into "Sauras."

DualSense Controller


PlayStation 5 gamepad with adaptive triggers and haptic feedback, utilized by "Sauras" for enhanced immersion.

Eclipse Mechanic


Core gameplay feature in "Sauras" that dynamically alters the game world and enemy behavior.

Corruption


Gameplay mechanic in "Sauras" tied to the eclipse, offering a risk-reward system for powering up abilities.

Lucenite


Valuable mineral in "Sauras," used for player progression, upgrades, and central to the game's narrative.

Carcosian Modifiers


System in "Sauras" allowing players to customize game difficulty through various challenges and benefits.

Q&A

  • What is "Sauras" and how does it relate to "Returnal"?

    "Sauras" is a new game from Housemarque, the developers of "Returnal." It's a third-person shooter with roguelite elements, building upon the gameplay foundation of "Returnal" but with a new story, world, and mechanics.

  • What is the "bullet ballet" combat style in "Sauras"?

    "Bullet ballet" refers to the intense, fast-paced combat in "Sauras" where players must skillfully dodge and weave through a high volume of enemy projectiles, similar to a deadly dance, while simultaneously attacking.

  • How does the "eclipse" mechanic affect gameplay in "Sauras"?

    The eclipse mechanic in "Sauras" transforms the game world, making enemies more aggressive and projectiles more dangerous. Players can absorb corrupted projectiles to power up their abilities, but this comes at the cost of health, creating a risk-reward dynamic.

  • What are the main permanent upgrade systems in "Sauras"?

    "Sauras" features permanent upgrades through its skill tree, focusing on "Command" (shield capacity), "Drive" (lucenite gain for faster proficiency), and "Resilience" (health). These upgrades help players become stronger over multiple runs.

  • How does the DualSense controller enhance the experience in "Sauras"?

    The DualSense controller's adaptive triggers and haptic feedback are heavily utilized in "Sauras" to provide immersive feedback for weapon actions, environmental effects, and combat, making the gameplay feel more impactful and engaging.

  • Is "Sauras" a direct sequel or a spiritual successor to "Returnal"?

    "Sauras" is not a direct sequel or spiritual successor to "Returnal." It is a completely separate IP with a new story and world, though it builds upon Housemarque's established gameplay formula and technical expertise.

  • What is the role of "Lucenite" in "Sauras"?

    Lucenite is a crucial resource in "Sauras," primarily used for upgrading the player's character and weapons. It's also central to the game's narrative, representing the valuable mineral that a corporation is trying to extract from the planet.

  • How does the "comeback stronger" feature work in "Sauras"?

    The "comeback stronger" feature in "Sauras" includes an instant revive on the first death and permanent upgrades that players can acquire. This system aims to make the game more accessible and less punishing than "Returnal" by allowing players to progress more consistently.

  • What are the "Carcosian Modifiers" in "Sauras"?

    Carcosian Modifiers are a system in "Sauras" that allows players to customize the game's difficulty. They can add various challenges or benefits, but there are limitations to prevent players from making the game too easy, ensuring a balanced experience.

  • What are the main inspirations for "Sauras'" art direction and world-building?

    Housemarque has cited "Alien" as a significant inspiration for "Sauras'" art direction and world-building. This influence is evident in the game's dark, atmospheric environments and the corporate-driven narrative.

Show Notes

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Run of Show -
- Start
- Topic of the Show: Saros Preview
- Biggest difference and similarities to returnal
- Our Thoughts
- Ads
- Weapons
- The Eclipse
- Gameplay Questions

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We Played Saros! - Kinda Funny Gamescast

We Played Saros! - Kinda Funny Gamescast

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