Returnal is difficult, yes, but its most oppressive demand of the player is one of time. To progress, you must find the boss key that unlocks each level’s final room. ![]() ![]() Each level - I’m still at the point in the game where I’m seeing the first overgrown, rainy one a lot - consists of a revolving array of procedurally generated rooms and arenas for you to fight and dash around in. As it’s a roguelike, you have to start your run from the very start in the game when you die, losing all your progress save for a few permanent items and upgrades. Returnal follows a formula familiar in the roguelike genre: you must pew-pew your way through a third-person action-adventure sci-fi horror, combatting furious be-tentacled monsters that want nothing more to trap you between the business ends of fifty different laser orbs. One to be mastered after it grinds the player’s mind and reflexes down to a fine paste, only to rebuild them again stronger and better. For better or worse, Returnal is meant to be played for the long haul. It adds the appeal of becoming a player’s forever game to a stew of inspirational titles like Metroid, Nier: Automata, and Halo. Returnal is an absolute meat grinder of a game. ![]() I just barely escaped from the game’s first boss when I started writing this. It was an absolute cinch - and when I got to the last boss I thought, “That’s it? Do the developers of this game wear diapers? If I wanted something this easy I would have played New Pokémon Snap.” I removed the disc, and Returnal’d it from whence it came. I am writing this having just beaten Returnal on my first run.
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