A busted spaceship. An uncharted exoplanet teeming with hostile life. An emphasis on scanning objects, upgrading equipment, and retracing your footsteps. Those might sound like core components of a new Metroid Prime, but theyâre not, at least not in this case. Theyâre the ingredients of a rivetingâif somewhat punishingâaction game called Returnal, out next week exclusively for the PlayStation 5.
Returnal is the latest endeavor out of Housemarque, the Helsinki-based studio behind Resogun and Matterfall. Like those games, Returnal features a whole lot of shooting, but from a three-dimensional perspective rather than a two-dimensional one and with some seriously leveled up visuals to boot. There are roguelike elements at play. Youâll dieâa lotâbecause it is unrelenting and unforgiving. It is, as suggested by a set of concept art and promotional screenshots released last week, bone-chillingly terrifying.
The horror stuff, in particular, is typically enough of a factor to make me put down a game and walk away forever. But the bones of Returnal are so solid and compelling that I cannot put it down.
Returnal throws you right into the shitâspecifically, in the cockpit of a malfunctioning spaceship called the Helios. You, as the pilot, an astronaut named Selene, crash land on a planet called Atropos. (All of these references to the Greek mytheme are âintentional,â according to narrative director Gregory Louden, and apparently tie into the fact that Selene is Greek-American.) You quickly venture off and recover a sidearm that looks suspiciously like yours off of a corpse that looks suspiciously like you. Youâll eventually die, come back to life, and fully grapple with the realization that, yeah, that corpse was yours after all. Oh, hey, look at that: another time-loop game.

The time-loop of Returnal serves as a bedrock for a familiar roguelike structure. Atropos, it turns out, is a shape-shifting planet. Three-and-a-half hours in, I havenât learned why, so from where Iâm sitting, it seems to be just a narrative justification for procedurally generated environments and combat situations. But the combatâa mix of jumping, dashing, shooting, and dodgingâis tight as (bullet) hell, so thatâs fine by me. Like the best action games, Returnal gives you laser-precise control over Selene. For better or worse (better, in my mind), death is always your fault.
As with many roguelike games, thereâs a layer of permanent progress. Youâll lose most pickups upon every death, but other upgrades are permanent. I get the sense that Iâm getting measurably more powerful on a macro level with every failed run.
Thereâs also a lot of scanningâscanning items, scanning weapons, scanning extraterrestrial glyphs left behind by an apparently extinct sentient species, scanning the desiccated corpses of Seleneâs prior fatal escapades through the planetâwhich slowly shed light on gaps in the plot. Mechanically, itâs an extremely Metroid touch, which reinforces the vibes I get from this game, specifically how the environment conveys that I need certain upgrades to progress past certain obstacles and should come back later. Even the map smacks of Metroid:

Since Returnal is among the first PS5-exclusive games, Iâd be remiss not to address its next-gen bona fides. Yes, Returnal is gorgeous, certainly better looking than most PS4 games, and boasts the blistering load speeds youâd only find on a machine equipped with a solid-state drive. (Returnal cold bootsâthe time it takes to go from the gameâs dashboard icon to actually playingâin under 20 seconds. In game, even fast-traveling doesnât trigger a loading screen, at least within the first biome.) Itâs all very impressive in terms of internal hardware, but the real draw here is how the game feelsâliterally.
Prior to last fallâs launch of the PS5, Sony touted the advanced haptics of the DualSense controller. When the console launched, it turned out Sonyâs marketing apparatus was not exaggerating. Of all the upgradesâthe heightened framerates, the sharper resolutions, the faster load speedsâfew things truly felt as â next-genâ as playing a game with the DualSense controller.
The catch (thereâs always a catch) is that few PS5 games have made use of the feature thus far. Astroâs Playroom, the free platformer pre-installed on every PS5, brilliantly and creatively showcased the depths of what the DualSense could do. Marvelâs Spider-Man: Miles Morales captured the thrilling sensationâor what one presumes the sensation isâof zipping down Fifth Avenue with superpowered webs. Demonâs Souls expertly varied DualSense feedback to convey the scale of certain battles. But by and large, thatâs the extent of truly impressive haptic integration on PS5. Even PS5-exclusives like Destruction AllStars neglected to make the most of these new features.
Not so with Returnal. As you stroll through Atropos, the rain picks up, and your controller vibrates less like a motorcycle and more like a Brookstone massage chair. Itâs like a full-body massage for your palms. Itâs subtle enough that you might not consciously register itâs even happening, but it feels amazing.
There are practical gameplay applications, too. Early on, youâll unlock the ability to use a secondary fire mode for any guns you find. With Returnalâs default control scheme, you donât hit a button to activate the alternate mode. Instead, you adjust how far you push the left trigger down. At the halfway point, youâll feel L2 tense up. Keep the trigger there and youâre aiming down the sights, firing your weaponâs base fire mode. Push past the tension, and youâll activate the secondary fire, which is tied to a cooldown and far more powerful than standard bullets. If that sounds weird, yeah, it is. But itâs also the type of novel design choice you couldnât imagine on PlayStation 4 and greatly contributes to Returnal feeling firmly like a next-gen game.
And thatâs the rub: For the first time this year, I felt like I was playing a next-gen game rather than one that straddles that transitory period between console generations. Iâm looking forward to seeing more of what it has to offer.
Returnal comes out on April 30 for PS5. Weâll have deeper thoughts and feelings closer to release.