Since its launch in 2021,Returnalhas developed a passionate following among PS5 owners. Beyond the fact that Sony’s latest console is still lacking exclusive ‘next-gen’ experiences,Housemarque’s roguelike shooter is an excellent exampleof the genre. The fact that the game’s publisher chose to acquire the studio only a few months after its release arguably speaks to its critical acclaim.

As it stands right now, Housemarque is yet to definitively confirm any of its future plans. Beyond aheavily rumored PC portof the firstReturnal, it’s been rumored that the studio could be exploring the idea of a new IP. Plans in the gaming industry can change quickly, though. If it does decide to eventually revisit the series with aReturnal 2, it’s easy to imagine the studio getting creative with its roguelike structure.

Returnal-entrance- Coop-Feature-Photo

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Returnal’s Roguelike Structure

During its opening hours,Returnalintroduces players to its roguelike rules alongside the game’s protagonist Selene. Trappedon the planet of Atropos, both parties gradually discover that the only way to escape is to beat the entities that stalk it. From a mechanical perspective, the game’s rules take on a traditional ‘Groundhog Day’ inspired setup. After every death, enemies respawn and Selene must start her journey again.

Selene’s progress is occasionally aided by checkpoints after she meets certain narrative criteria, which means players don’t have to beat the entire game in one sitting. These moments are rare, though, and do little to reduce the brutal difficulty thatReturnal’s roguelike structure has been created around. Certain upgrades and weapon unlocks do carry over between cycles, but in general, death represents a fresh start.

tower of sisyphus endless mode

Returnal 2’s Potential Structure

Despite the acclaimReturnalgained because of its roguelike structure, it’s easy to imagine Housemarque shaking things up in a sequel. Beyond being fueled by science-fiction themes, and therefore ripe for change, Selene’s time on Atropos ended on an open note. Comments from the studio since its acquisition by Sony have hinted at the potential of a shakeup too. Now thatHousemarque is a first party studio, it’s been suggested that it has free reign to go even wilder.

One way that Housemarque could get creative structure-wise revolves aroundReturnal 2becoming more open. For all of its charms, the first game in the series was a linear affair. Even though its biomes shifted from a layout perspective, their content was always the same. Instead of encountering the same areas and enemies sequentially, the word could be a randomly generated sandbox with more diversity. From a narrative point of view, that chaos would also match Atropos’ atmosphere.

Selene obtaining the Promethean Insulators in Returnal.

Housemarque has hinted thatReturnal’s structure was a design choice it compromised on so that the game’s narrative could play out neatly. Thanks to the experience it’s gained, there’s a chance that the studio could now address this in aReturnal 2.The first game’sAscensionDLCtook a big step forward on this front, and could even be the blueprint for a sequel. Progressing through the expansion’s procedurally generated tower was separate from the rest of the world and came with its own rewards.

Returnal 2’ Saves

Although the firstReturnalgained acclaim from criticsand players, certain aspects of its roguelike structure were less revered than others. The inability to save progress, for example, was a particular bone of contention for many. While it’s hard to imagine Housemarque dialing this back entirely, there’s scope for a sequel to give players what they want in a creative manner.

Adding branching narrative decisions throughout the story,akin toReturnal’s ending, could be a route for the studio to explore. Effectively creating more checkpoints would ease concerns around saving, and could even come hand-in-hand with unique weapons, class builds, and enemies. This kind of roguelike structure would also give the studio the freedom to ratchet upReturnal 2’s difficulty even more.