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Saros

  • 01-05-2026 10:33AM
    #1
    Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭


    May as well start a new thread on this since I'm sure plenty are playing.

    Played around two hours last night, which was enough to finish the first biome once. Very enjoyable so far - building on Returnal's basics, with a few tweaks around the edges. The major change so far is the permanent upgrade system definitely feels faster and more generous here - at least in the first few runs I was able to grab a tonne of permanent bonuses with the resources collected. It can take a little while into a run to find a gun that really hits - meaning a few encounters can feel a tad on the bullet spongey side - but it is plenty satisfying when you do.

    There's lot of great eerie cosmic horror art and stylistic details (love the opening credits), though it maybe feels like a step backwards from Returnal by adding so many NPCs who chat to you between runs (and sometimes during). It loses some of the sheer desperate loneliness of Returnal as a result. Still, some impressively bleak, mysterious sights to encounter too, and nothing quite like a bullet hell storm as an ominous eclipse hangs in the sky above.



Comments

  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Only had time to do the initial tutorial run, but looks and feels terrific. Always feels great when a dev properly uses the abilities of the Dualsense to make the gameplay feel more unique and interesting. Even during the opening credits the Dualsense was going nuts and just felt great.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Managed to beat the first biome/boss. Only took about 4 tries in all. Beat the boss first try but that was mostly down to a mix of artifacts which kept healing me when I did damage, so that helped offset the damage I took (and I got hit a lot in that fight).

    Enjoying it a lot so far. Feels a lot like Returnal obviously, but the shield is a great addition to combat.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Only got around 45 mins to play yesterday but got to the second boss (and died) in my first run of that biome. But that was a fresh run without the first biome - might try to do a full one next time I play to boost the weapon levels.

    Is it just me or are the optional paths much easier this time around? In Returnal it felt like a real gamble about whether it was worth going into a side room given the risk of taking lots of damage in the process. Here it’s always worth it, as the worst I’ve seen are like one or two enemies blocking the loot. Most of the time the loot is just there for the taking, or just blocked off by a navigation upgrade you’ll presumably get later on.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Definitely easier. They're almost all just resources, maybe an enemy or two or some hazards, but so far there's no challenge in them. Maybe that changes later in the game, or retrospectively to earlier levels the more you level up. I guess it partly ties in to the permanent upgrade system, where you're going to need so many resources to upgrade and you don't lose everything if you die on a run, so I guess they've mostly just made that part easier.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Definitely the progression and upgrade system is the most immediately obvious change here. Though I do think the trivial optional paths do undermine some of the risk/reward tension that defined Returnal’s difficulty, and I definitely miss it during the runs.



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  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Yeah one of my main tactics in Returnal was always leaving all the health items (unless I needed them), then once I'd cleared most of the biome go back and collect them, because if you were at full health they'd increase your health bar. Here though, between the lack of side challenges and no real backtracking (a lot of doors/gates seem to close behind you, or you make a big descent/ascent). Really means your build and upgrades become more crucial but like you say, removes some of that risk/reward. Even the debuffs you get after an eclipse often aren't that bad.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Yeah the runs a lot more linear now, with the only choices really being the occasional ‘one or the other’ upgrades, which weapon you want, and whether you want the corrupted artefacts or not.

    Which is fine - the moment to moment movement and combat is still great fun! But it also makes for a world that doesn’t feel as hostile and challenging to navigate as Returnal’s did, and feels like some interesting edges have been sanded down in the process.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Ah OK there is an optional room type that is a lot riskier, just takes a little while to show up.

    Have tried the third boss twice now and nearly got ‘im second time around, but fell just short. It’s a big jump up in intensity compared to the previous two. The second goes down incredibly easy if you have a good Prominence equipped.

    Really struggling to warm to weapons beyond the smart rifle - that absolutely shreds rooms in a way the others don’t quite manage so far.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Yeah smart rifle is my go-to, but can be tempted by a pistol with ricocheting shots. Had to struggle against the first boss because I ended up taking in a pistol with a horrible alt-fire that required charging, and even the main fire was pretty bad. Just about got through that fight.

    Only got to the second boss once. Seems okay, just couldn't get the shield timing right and got hit too often.

    Really loving the game though. It feels like a step back compared to Returnal in a lot of ways (though this might change as it goes on), but the gameplay is still so damn good and the shield is a great addition.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Making good progress - got through a few bosses on the first attempt (though their patterns are a lot more interesting than the first batch) and triggered some substantial story stuff. So all rocking along nicely now.

    While I miss some of Returnal’s interesting gameplay tensions and difficulty choices, I’m learning to appreciate quite a few of the changes here. It feels a lot more generous in letting you choose how long a run you want to do - I can now happily cut out the first biome or two and still hit the ground running with a capable loadout, which is good when a run can last 60 minutes plus. In Returnal I felt more like I had to start from the start to be sufficiently levelled up for the later levels. There is a bit more challenge tailoring than initially appears, like several levels when you have more control over when the eclipse triggers.

    There’s always compromises when you remove some interesting gameplay tension, and I’d be lying if all changes are for the better (I really miss the converting spare health items to permanent health upgrades mechanic, though there are more ways to boost your health bar here too). It’s a less hostile game, for better but definitely for worse too. But I think everything balances out well enough, and while it isn’t quite the challenge the first game was, the more the game progresses the more I’m settling into the mechanics and vibe.

    Main frustration is the weapon pool getting bigger and throwing out lots of weapons I don’t want before I get one that I do.

    Special kudos to how bassy and ominous the score and sound effects are.



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  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    A tip ye may have already discovered but isn't really taught (even saw some reviewers only learn about it after their review), but if you hold down L1/LB after dashing, Arjun will start sprinting. Doesn't have a lot of utility during combat because there's still about a second of a delay between dashing and sprinting, but it's great when just traversing through areas, especially if you're going through earlier biomes again.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    No spoilers but the ‘Shepherd’ fight is one of the best bosses I’ve fought in a while. Proper eerie spectacle mixed with some gloriously creative bullet patterns. Loved it - thankfully the bosses just seem to be getting better, even if I’ve cleared most of the mid game ones first time around.

    Was cursing the game holding back a weapon upgrade I wanted for aggggessss into a long run, and then I got a level 65 smart rifle just before heading into the boss 😅



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Onto what I reckon is the last biome. Already got the trophy for all nightmare realms so presume it’s wrapping up on that basis.

    Definitely much easier than Returnal overall, barring some big last biome difficulty surge. Have defeated three or four bosses in a row on the first go. Doing a complete or near complete run will have you will fixed for anything the main route will throw your way, and even the nightmare realms are usually worth it given the second chance refresh. I’d only suggest skipping them if you’re underpowered or have a weapon you’re not super comfortable with.

    Can easily eat a few hours as like Returnal the runs are on the very long side for a roguelite - even starting on the second biome, the last run I did was a full 2.5 hours.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    I was trying to think but I don't actually remember the bosses in Returnal being that difficult themselves. Barely remember them (bar the awesome Don't Fear The Reaper boss fight and the first boss because that was the first real gate-check), but I think after beating the first boss and getting more used to the game they weren't that difficult. It was usually the Lockdown rooms or being pinged from behind by some enemy while you're facing off against others which were usually the run-killers.

    Or maybe I've just blanked them from my memory because usually once you beat them the first time, even if you did the whole biome again you could jump to the next biome rather than fight the boss again.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    I’ll be going back to Returnal after this, as I never finished it as I hit against the frustrating ‘can’t save mid-run’ issue when I was playing it, thankfully since patched out. But even then this is a lot less punishing and more forgiving than Returnal on the whole. I don’t think it’s an easy game and it’s bloody intense - I’ve noticed myself actively leaning forward on the couch while playing - but significantly less oppressive and casually cruel than Returnal (not always for the better!).

    The only time I was tempted to yell at the game was mid run when a second chance seemed to glitch out and sent me back to the start instead of resurrecting me. Also had an odd moment when the frame rate dropped to 30 or lower seemingly at random - had to restart the game to resolve that.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Rolled credits last night, though the game flags some post-game stuff so probably will do another run or two to see that through if it's a fairly reasonable ask.

    Last level was a bit of a jump in difficulty, so it took 5-6 attempts. It was less so the boss that was super challenging, though it does have a few moves with very specific dodge timing that can put a not insignificant dent in the health bar. It's more trying to survive the various enemy gauntlets before it with enough health, as there are some seriously chaotic battles with bullet sponge powerful enemies that can take time to whittle down. More time fighting means more time for your health to be chipped away. Was struggling to make it through with enough health for the boss, but finally got through with a full health bar and took down the boss pretty handily.

    Anyway, not quite done, but had a great time overall and most of my impressions above still stand. While it loses some of the core difficulty and interesting tensions of Returnal, the core gameplay remains a joy to simply play - rarely has arcade-style gameplay been translated so vividly to high-fidelity 3D - and what the game loses in raw challenge it makes up for a game I'd hope a lot more people will be willing to see through to the end. Or at least see how fecking spectacular the Shepherd boss fight is :)



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Got two long 2+ hour runs in the last two days, starting from Biome 1. You nearly have to to get enough keys to unlock things later on.

    The parry requires very tight timing (unless there's an upgrade to widen the window on it) to the point it's not really worth it so far.

    I like the repeateding crossbow. It's not bad when you're in between decent smart rifles.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Finished the main post game quest and ‘true ending’.

    Fairly straightforward process - basically just another run needed. But spoilers for last area and boss below:

    Not sure if they buff the King for the second encounter, but it sure felt like it. As the final area is standalone, there’s a limit to build flexibility given the limited number of artefact and weapon drops you’ll encounter. Still managed to get a few builds that absolutely mangled normal enemies and even the Consort sub-boss (one that took him down in two hits) but for whatever reason everything seemed to just be doing chip damage to the final boss in my attempts in the post game.

    Got there eventually with a shotgun with the brief heal recovery window perm, though still took a while with that and was a close fight. Nice little epilogue scene at least, that feels a bit more earned than the main ending.

    Parry works very well for red homing attacks that have a bit of a telegraph. Can do a decent bit of damage. The timing is generous enough I think but the fact you can late parry but take the damage still is a bit of a bummer which perhaps discourages the player from trying it. Sometimes the bullet sprays are too chaotic to take the second to prepare for a parry generally too - best in bosses in my experience.

    I experimented a bit with other weapons in the post game. Had some good runs with shotguns, hand cannons, and different non-smart rifles. Very dependent on stats and perks, though - some similar level guns can feel like a big leap thanks to a single different perk attached.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Had a near 3 hour run last night, to the point where I actually could have kept going a bit longer but decided to stop for the night and bank all I'd gotten. Made it all the way from Biome 1 to beating the Shepherd, alternating between smart rifles and repeater crossbows, and even did about 4 Nightmare Strands on that run too. Getting more used to the parries now too, once you have learned the attack and then know the speed of projectiles it's a good bit easier.

    Bosses are mostly getting better as you progress. Architect and Shepherd were great fights.

    Post edited by Penn on


  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    The hard thing about jumping into later biomes rather than just starting from Biome 1 is that some Biomes (such as Biome 3) require you to trigger the Eclipse at the start or very early, meaning artefacts will have debuffs too which really limit what you can pick up (particularly if it's increasing dash cooldown or applying fall damage which you get so used to not thinking about).



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  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    I do think realistically you have to do a close-to-full run (well, at least a full run of a particular path) to be in with a shot for some of the later areas. I got through the last two main route areas in a single run as it was just easier that way. That said, you can easily start in biome 2 once you’ve had a few upgrades and you can do a fair chunk of that without triggering the eclipse.

    I do agree some the drawbacks from the eclipse artefacts are pretty significant, though some are trivial. The ‘less damage when stationary’ and ‘recoil increase’ ones were trivial for me, as I was always moving and the recoil only becomes particularly noticeable when stacked a few times. Also didn’t find the fall damage one too bad as impulsively often just boosted out of a big fall anyway. Dash cooldown or more aggressive enemies though? Nah you’re good.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Yeah the less damage when stationary one I only ever have to think about with some of the early bosses who are stationary, because often I'm just staying in the one spot shooting until their attack waves start coming.

    And yeah, I started a run last night in Biome 3 as I wasn't fully sure what proficiency I'd be starting at or what proficiency you should be at in some biomes, so it was more of a test run than anything. That's what started making me realise about the artefacts/eclipse stuff. I think Biome 2 next time and do the first half without the Eclipse should be about right. Could knock the guts of 15 minutes off a long run anyway.

    Not getting the feel for the buzzsaw weapon yet either, or the Nova Pulse attack. Going to take a bit of getting used to, maybe if I find them in the earlier levels and have a bit more scope to test them out.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    "Not getting the feel for the buzzsaw weapon yet either"

    Ah, my apologies Mr.Buzzsaw-Weapon… I was unfamiliar with your game…

    Seriously though, some versions of that weapon can actually melt enemies



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    As I was saying in the Discussion thread, my main critique of the game so far is the skill tree. It's just far too big with such little incremental upgrades, and then you get blocked off from some upgrades because you have to find Halycon which is very rare. I finished a run last night with still about 50k Lucenite but can't upgrade any further without Halycon or beating the next boss. I'm assuming that 50k is still banked regardless but just a pain in the hole.

    I think the devs did a decent job ensuring that you can see you're making permanent progression all the time, not losing all your lucenite if you die etc. In Returnal you were making permanent progression with regards weapon types and artefacts, but it was very hidden and would have put some people off. I think they went overboard with the size of the skill tree here though. I'd say half the nodes would barely give you a 0.1% buff to whatever stat.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Beat Priestess last night and tried the final area. Made it to the boss but lost too much health on a mini-boss before that (mainly because that arena f*cking sucks ass for trying to avoid the barrage of attacks you get).

    Priestess fight was great though, probably my favourite boss fight in the game so far. Tough, but fair and mechanically well designed.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Rolled credits (for now). Final boss wasn't too bad, it was the fight before it which kept really screwing me over. This time though I just hit it with Overdrive and it took most of its health.

    Going to work my way towards the true ending now. I don't know if I'll end up platinuming the game as a quick scan of the trophy list is making me a bit wary, but I'll see the main part of the game through anyway.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    Got the full ending.

    Yeah definitely felt like the final boss had more HP after you beat him the first time. Took a few tries this time round. It's a great boss fight though. Boss fights in the gane are mostly great; Architect, Shepard, Priestess, King and even Prophet are all really well designed, fun patterns and all felt very different.

    Really fantastic game overall though. Some changes from Returnal which work, some don't, but it's still really well balanced and designed, and the gameplay is just so solid. I don't think I'll play any more of it as I'm too far off the platinum to bother with it (haven't been using the modifiers, haven't used half the weapons in the game), but I enjoyed all 30 hours I put into it.



  • Moderators, Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators Posts: 31,616 CMod ✭✭✭✭johnny_ultimate


    Yeah consensus seems to be it gets a boost second time around alright, so feels like you really need to know how to navigate its patterns to survive long enough. Still not a fan of that rush attack it does, but otherwise it is a fun fight.

    Just on the skill tree, I’m usually not a big fan of skill trees in modern games but I think this one works well enough. I think a decent run basically showers you on currencies, so you get meaningful upgrades from run to run. Things like proficiency increase are super noticeable in game. It definitely slows down in the back half, particularly the purple nodes which get very expensive, but otherwise I reckon it’s down pretty well as far as these things go. Though overall the only real challenge for me was that final boss mentioned above - not a whole lot to worry about given the upgrades. Even the optional extra hard areas didn’t give me much trouble. And just like Returnal, ultimately a full one from biome 1 should mean you’re pretty powerful for anything the main path throws at you.



  • Registered Users, Registered Users 2, Paid Member Posts: 37,848 ✭✭✭✭Penn


    With regards the skill tree, I just think it would have been better if some upgrades weren't locked behind Halcyon nodes because I think late in the game you end up with a lot of Lucenite and blocked off from spending it. And I think some form of distinguishing how much of a % boost some upgrade give would be helpful, especially for the Halcyon. Say for example two upgrades for Aether being more effective may be for 1 Halcyon early in the tree and 6 Halcyon at the end of the tree… is the boost for 6 Halcyon 6x more powerful or just cost 6 because it's later in the tree when Halcyon is harder to get and it assumes you'll have already bought the 1 Halcyon upgrade?

    It's pretty meaningless at the end of the day, as I was watching a bit of gameplay over the weekend where I've come to realise I wasn't even using the Overdrive properly. I never really charged it, just aimed and shot it. Didn't even cop about the skill tree points about taking less damage when using Overdrive because I figured it's so quick it never really matters, nor did I think about why sometimes it did more damage to Consort than other times (guessing I took longer to aim those times). So I don't think changes to the skill tree would have helped me much, because I'm just a f*cking idiot anyway.



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