Returnal Review (PC)

Returnal Review (PC)
Returnal Review (PC)

Returnal (PC)

You would think that after a year and some change, a game like Returnal would have a different feel to it after revisiting it on the PC. When a game re-releases to a different platform, typically there is some drop-off in feeling and sentiment after the first go around. I would say that would be the case most of the time.

Well, it isn’t with Returnal.

Having reviewed this title during its initial release in 2021 and being absolutely blown away by it the first time around, it was a honeymoon all over again nearly two years removed. It still has its gorgeous backdrop, and tragic story, and provides just enough mystery for you to want to keep going repeatedly. This is a Housemarque classic that will live on for years to come.

Let’s get back to this beauty.

Quick story overview
You start the game by crash-landing on an alien planet. You get out of your busted ship, arm yourself, and immediately start exploring the weird-ass planet. The creatures are not at all hospitable. The environment is filled full of broken ruins and puzzles. Scattered throughout the maze of rooms are items that will help you, hurt you, or help and hurt you. Doesn’t this sound like fun? Also, if you die, the majority of what you pick up is lost when your life resets, though there are permanent items out there to retain. Those are difficult as hell to obtain, but a good ‘difficult as hell’.

Nothing has changed with the story, though the reveal of what is truly going on makes that narrative even better. If you played through the first game, and you’re a God of a gamer if you made it all the way through (looking at you, Alex Tudor), then you know how impactful and powerful that payoff is at the end.

The story truly does set up the game well and makes for a memorable experience that is worth your time.

Genius gameplay structure
The game is an oddity because it is built on a Souls progression system, where failing means you’re succeeding. And trust me/quote me on this, I’m not a huge fan of that type of system…with exception of this game. Returnal is a game that has figured out the Souls structure so well that anyone picking the game up and playing it will appreciate it. It has added to that tried-and-true structure by adding two very prominent elements – 1) Randomizing the levels and 2) Adding permanent upgrades that you strive to achieve.

Starting with the former, the randomization of each experience after your character dies and comes back keeps the gameplay fresh. Knowing that you’re not going through the same levels repeatedly, even though sometimes you will run into a repeated level structure, doesn’t weigh on your gaming sensibilities when it comes to feeling like you’re knee-deep in repetitive gameplay. This is the problem with the Dark Souls experience for me, where I never feel like I’m moving forward quickly or even at a medium pace, rather I’m always drudging along inch-by-inch and praying not to die or otherwise I’ll start the slow journey again. I’m not an Alex Tudor or an Eric Layman, where I live to die in that series. Anyway, Returnal’s live-die-randomize system equals a new experience each time you start over. This keeps the gameplay fresh and at the very least gives a sense of progression. That is incredibly vital for a game like this, where you’re repeatedly put to the test. You need to know that you’re moving forward and not standing still. Returnal does a masterful job of making you feel like you’re progressing even when you may not. Randomizing the adventure each time you reset is how they do it.

So, how does it accomplish this beyond randomization? Well, it also reinforces it through its permanent upgrade system, its strategic balance of introducing a buff system that can help and harm, and its weapon system that motivates you to keep pushing forward. What are all these things I speak of? Let me list them for you:

Artifacts / Keys – You will find artifacts and keys laying around on some of the levels. The artifacts, which you can only carry two of at any given point, help to boost you up in some way. Some of them are for protection, some of them refill your energy level (covet those), and some add offense attributes to your attacks. There are a bunch, and you’ll want to be judicial in your strategy with them. Once you use them, they’re gone. I learned that using the refill artifact at the right time will keep your game going. Hold onto those as long as you can.

The keys you find laying around on levels help to open doors and chests. If a chest has a lock on it, then it is almost always guaranteed to contain a good item. Covet keys as well, though they are obtainable quite frequently.

Weapons – The fun part of the game and the first time you’ll feel like you’re progressing in the game is when you upgrade your first weapon. Killing strong enemies, and bosses or opening up chests are the ways to pick up new weapons. The weapons range from short and powerful, long-range and comfortable, and shotgun-esque blasts that will certainly take care of any enemy up close. The weapons also come with attributes of their own, which you want to pay attention to, as they can provide extra umph regardless of their level. Those stats are important.

Beyond handheld boom canons, you also have a rechargeable powerful special attack with each weapon, which range from static shocks that tear apart things, heat-seeking missiles, and a barrage of gunfire that will pretty much tear up anything in its path.

Guns-blazing aside, the game also features one of the coolest items you have at your disposal – a laser sword. This is an early weapon that you acquire in the game that provides you with a sense of comfort that you’re making headway. It is quick and nasty, and it works on both walls (look for those breakable places) and creatures. This weapon is a permanent weapon meaning that regardless of how many times you die in the game, you’re coming back with it once you find it. It’s both useful and hopeful. Useful in the sense that it’s a good weapon of choice when you’re waiting for a gun to recharge. It’s also hopeful because it’s the first indication that you’re building up permanent items you won’t lose if you start over, and there are more to come down the road.

Overall, weapons are great in this game. They do give you comfort in knowing that your gaming skills are progressing, as well as give you the motivation to keep exploring the land to find better ways to kill everything.

Parasites – If you think about this aspect of the game, you’re going to be horrified as you might be amused. Parasites literally fall out of some enemies after dispatching them and some you find on plants. Regardless of how you find them, parasites attach to your hero and offer up a good/bad balanced strategy. When attached they affect your character in a positive manner, maybe upping the integrity/life meter (there are more ways than this), and take away something, such as you may not be able to swipe constantly with your sword without waiting 3-5 seconds (always read their descriptions). There are a lot of these creatures in the game, and you can attach quite a few to your body. They’re a hoot and a hinder but add a good piece of depth to the adventure. When they become too much of a hindrance, there are spots in the game where you can remove these parasites. Some items can remove move the negative effects as well.

Ether – These are your purple passes to purchasable pieces in the game. You want to find these to unlock goodies and to make a more permanent addition to your character. They’re hard to access, and they’re usually available around tough situations, but they do bring neat gameplay options to the table if you have enough of them. You can use these in several spots. The first spot is a glowing tower outside of your ship. With enough ether, you can access special items that can help you out. They’re completely random. The second spot is an alien spawn spot which allows you to come back with all your gear for a one-time deal. After you die a second time, then it’s back to the ship with you. I know, very Pushing Daisies. Anyway, ether is a way to progress the character outside of defeating bosses.

Purchasable –  Occasionally, you will run into a room that will offer up temporary saving-grace upgrades for your hero. You can purchase artifacts and items in this room with obolites, which are the currency in the game. You can find obolites scattered throughout maps and coming out of slain enemies, though the obolites through killing enemies only last a few seconds before disappearing. Better catch’em all. The rooms filled full of purchasable items are great for extending gameplay and/or upgrading your character. They’re a welcomed sight most of the time. Also, if you die, you lose them.

Housemarque has carefully crafted enough variety and strategy through these items. You will be able to mix/match items and find that one path to victory through the right item combination. This takes away the drudgery of having to repeat the game over and over again, as you’re testing the waters through items bound together in different combinations. It’s so much fun. It’s essentially rolling DnD dice each time, not knowing exactly what you’re going to come up with but waiting for that right combination of items to progress the game. Having the right items together and going on a brutal run against some of the toughest and worst enemies in this unknown galaxy help make this game feel like less of a chore.

Those enemies
For the most part, the enemies are pedestrian, at least at first. You will find slithery four-legged creatures at the beginning of Returnal that are not exactly the biggest threat in the world and are easily disposable. As you progress gingerly through the game, you will find additional plant-like creatures popping up that look like Tree Beard from Lord of the Rings, turrets that are scattered everywhere, fiery dragon-like beasts, floating eyeballs, weird bat creatures that are relentless, and the occasional upright terrifying beast that has amazing jumping abilities that will kick your lame ass. That is the crux of the beasts in the first level and those are randomized with the levels themselves. After reading all of that, you might think to yourself that you would get tired of such things, but you won’t. With each level progression, you will find a new set of enemies waiting for you, equally as creative as they are difficult at times.

Ultimately, they’re annoying obstacles when it comes to searching for bosses and items. They are there to make you strategically think about your approach from reset to reset, which keeps the game interesting. It’s a weird feeling knowing you’re going to get the same enemies during your journey through the game, but a comforting one when knowing how to dispose of them and thus reminding you how much you’re progressing. Knowing that you’re moving forward in this type of game and improving through experiences makes the longevity and the uphill battle of the adventure acceptable. It’s odd how well this works.

Beyond regular-level enemies, which are unique to each map, the bosses in the game are something out of a nightmare and they get brutal as you go from map to map. The first boss you run into will show their patterns quickly, as you must defeat them (full health) basically three times. This boss acts like a 3D insane shooter, where you are getting multiple attacks heading your way each time you take them down. The attacks from said boss reset with each of its deaths. It can be exciting, but also the first time you’ll feel some frustration. But because of the item and weapon system, you become better and better with each reset. In a sense, you don’t feel that weight of impossibility bearing down on you like you would in a Souls game. Rather, it’s like a comforting mentor saying that you’re improving but there is still more learning ahead of you. I’ll take that any day of the week with this type of game.

Once you get beyond that fight, you unlock a permanent weapon/item, and you get to find a doorway to the next stage. The beauty of this? Once the next stage is unlocked, it stays unlocked, even if you die. This gives you motivation and hope that you can keep pushing forward through the resets and accomplish something in the game. It’s a great feeling knowing that you accomplished beating a boss and now have something to show for it.

With each boss, you start to see the difficulty of the game rise, which should satisfy the deepest Souls fan out there. Regardless of the difficulty, the even balance of items and improved strategy helps to make the game so much more manageable. I love that about Returnal.

PC Difference
I’m starting to truly dig Sony games on the PC. While I love the PlayStation 5 and all its capabilities, especially game access speed and reset, the GPU power of a PC is unrivaled. And you will find out quickly that playing Returnal on the PC is a beautiful experience. For this review, I was running the game on an RTX 3080 Ti / 11th generation i7 / 32gb of RAM machine. This machine was more than capable when it came to ‘epic’ graphics (the highest mode on the game). With my setup, I had access to 4K/60fps, ray tracing, and fast gameplay that ran gorgeously. I had a few stutters here and there, but nothing to write home about. For the most part, this game ran smoothly. The folks handling the conversion of PS5 games to PC sure know how to do it right.

Other odds and ends with PC, the game supports NVIDIA DLSS, AMD FSR, and NVIDIA NIS. You have options on how to play the game and in what setting. There is also ultrawide monitor support, though I don’t have an ultrawide monitor (need to get one), which makes the experience that much more exhilarating. I will probably acquire an ultrawide monitor for this game specifically. I’ve been eyeing them for the last six months but never had a reason to pull the trigger. Well, maybe I should have gotten one for Miles Morales. Anyway, moving on.

Speaking of triggers, the game, much like God of War and Uncharted, is compatible with the PS5 controller. You get all the haptic feedback and comfort that you would with the PS5 version of the game. Honestly, outside of Astro Bot, I think this might be my favorite game to use the controller on. Housemarque did a spectacular jump in implementing the controller’s use through sound and feedback. It makes the experience better. You also get the use of 3D audio, which is equally as well implemented.

On that note, let’s wrap this up.

Conclusion
Returnal is still a perfect game in my opinion. It hits all the right notes, even when it feels impossibly difficult. The gameplay structure is complicated, precise, and entertaining. The PC upgrade makes the experience even better with superior visuals and a plethora of ways to play the game. This is a superior version of a superior title.

10

Perfect