Saros Developer Wanted to Turn Projectiles Into “Opportunities,” New Ancient Ruins Gameplay Revealed

This is where the core gameplay really comes into focus. Creative director Gregory Louden explained to PlayStation Blog that this game is designed to be more of a “playground” for experimentation, unlike the more challenging “obstacle course” feel of Returnal. The goal is to give players lots of options and opportunities, especially with projectiles. Instead of just avoiding enemy fire, you’ll actively seek it out to charge up Prominence, your powerful weapon.






