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Saros review deep dive: why critics agree on the action and argue about the story

Saros has an 87 average, but the reviews are not as settled as that number looks.

Saros is an easy game to summarize badly. Housemarque made another fast, hostile, beautiful roguelite shooter. The Returnal comparison is right there, waiting to be used, and most reviews use it because it is useful. But the critic spread around Saros is more interesting than the shorthand.

On OpenCritic, Saros sits at 87 with a Mighty rating across 142 critic reviews. Metacritic lists an 87 Metascore from 137 critic reviews. That sounds tidy, almost settled. Then you look at the individual reviews and the shape changes. Game Informer went to 92.5. GameSpot and Tom's Guide landed at 90. Eurogamer gave it 4 out of 5. IGN scored it 7 out of 10. Giant Bomb came in at 3 out of 5. This is not a split over whether Saros can move, shoot, and overwhelm you. Critics mostly agree that it can. The argument is about whether everything wrapped around that action can keep up.

That makes Saros a useful review case study, especially for anyone who keeps a gaming journal or backlog and wants more than a number beside a title. A score tells you the temperature. The reviews tell you where the heat is coming from.

Saros review scores: the clean number hides a messier conversation

Saros launched on April 30, 2026 for PlayStation 5. It was developed by Housemarque and published by PlayStation Studios. The setup is moody science fiction: Arjun Devraj, played by Rahul Kohli, searches the planet Carcosa while a hostile eclipse, corporate pressure, and something like cosmic horror press in from every side.

OpenCritic's aggregate puts Saros in the top tier of 2026 releases so far. Its 87 average, 90 median, and roughly 92 percent critic recommendation rate all say the same broad thing: this is one of the year's major action games. Metacritic is nearly identical, with an 87 from 137 critic reviews.

The individual score range is where the useful reading starts. Game Informer called the action "dangerous, joyful, and demanding of your attention in a way few games can compete" and scored Saros 92.5. GameSpot gave it 9 out of 10 and said it "flips Housemarque's roguelite formula on its head and improves upon its spiritual predecessor in every conceivable way." Tom's Guide also gave it 4.5 out of 5, calling it "relentless, exciting and demanding."

Then you get IGN at 7 out of 10, praising the combat while saying the more ambitious story leaves some threads "unsatisfyingly hanging." Giant Bomb was cooler still at 3 out of 5, saying Saros looks and plays well but stretches "10 hours worth of fun across 20 hours."

That is a big enough spread to matter. Not because the lower reviews are outliers to dismiss, but because they are describing the same strengths as the higher reviews and still leaving less satisfied.

What critics agree on: Saros feels incredible in motion

The least controversial part of Saros is the part you touch. Across reviews, the combat is the anchor. Eurogamer opens with the kind of line that tends to come from sweaty hands rather than detached admiration: "You know an action game has the magic when you come out of a sequence thinking 'How the hell did I survive that?'" The review goes on to call Saros "one of the best to ever do it" if what you care about is dodging absurd numbers of projectiles at speed.

IGN's review says something similar from a slightly less glowing place. It calls the gunplay fluid, the movement deft, and the combat "tough-as-nails" in a way that is worth getting good for. The review is not blindly positive. It is clear about repetition and story issues. But even there, the act of playing Saros is not really the problem.

Tom's Guide is more direct. Its verdict calls Saros a "marvellous follow-up to Returnal" that keeps the best parts of Housemarque's previous PS5 roguelite while smoothing some edges. The permanent upgrade structure gets a lot of attention here. Returnal's harsh reset loop was thrilling, but it could also feel cold. Saros seems to give players a little more sense that each failed run has left something behind.

Game Informer makes the same point in its own way. It says moving, shooting, improving, winning, and even losing are "an unequivocal joy." That last bit matters. Roguelites live or die by how failure feels. If losing is dead time, the loop breaks. If losing still feels like part of the rhythm, a game can ask more of you.

The recurring praise is not vague "polish" talk. Critics point to specific systems: the shield that absorbs or parries projectiles, energy management for stronger attacks, permanent upgrades, boss spectacle, and Housemarque's familiar talent for making a screen full of danger readable enough to survive by instinct.

This is where Saros seems safest. If you liked Returnal because it made the controller feel alive and turned panic into focus, most reviewers think Saros still has that house style.

Where the Saros reviews split: story, length, and repetition

The divide starts when critics move away from the trigger pull.

Saros is more openly narrative-driven than a simple arena shooter. It deals in Carcosa, The King in Yellow, corporate extraction, lost expeditions, eclipse-induced psychosis, and Arjun's own damage. That is a lot of atmosphere to carry, and not everyone thinks the game carries it cleanly.

IGN says Saros is "trying to be more thematically ambitious," but that ambition creates pitfalls. Its review describes compelling questions about Soltari's real purpose, Arjun's repeated returns, and the reality of what is happening on Carcosa. The problem is not that those questions exist. The problem is that some of the threads do not satisfy once pulled.

Eurogamer lands on a nearby criticism while scoring the game higher. It says the narrative "often feels at odds with the kind of experience it wants to be." That is a neat way of describing the central tension. Saros moves like a freight train. It wants story, mood, and cosmic dread to sit beside that momentum. Sometimes they do. Sometimes the action is so loud that the rest of the game is left chasing it.

Giant Bomb is harsher. The review praises Rahul Kohli's performance and the feel of the combat, then argues that the subject matter feels too familiar: interstellar explorers, corporate greed, cosmic horror, people losing themselves in the unknown. Its biggest complaint is structure. After around 70 runs, the reviewer felt ready to check out much earlier, saying encounters began to play out too similarly.

That criticism cuts deeper than a complaint about difficulty. It asks whether Saros has enough variety to justify its length. A roguelite can be hard. It can be punishing. But if the surprise fades before the credits, then the loop stops being a loop and starts becoming a commute.

The higher-scoring reviews do not always deny that tension. Game Informer says the story is sometimes opaque and that the cast can feel disposable. It still comes away fascinated by Carcosa and eager to continue after credits. For that reviewer, the mystery leaves a productive itch. For Giant Bomb, it sounds more like fatigue.

Why the Saros consensus matters

Saros is sitting in a strange but familiar place: broadly acclaimed, technically confident, and still more debatable than its aggregate score suggests. The 87 tells you it is very good. The spread tells you what kind of player is more likely to love it.

If you come to Saros for action, the consensus is sturdy. Housemarque appears to have delivered another top-level bullet-hell shooter, one built around speed, pattern recognition, and that lovely moment when your hands solve a fight before your brain has caught up. If you come for a cleanly paid-off story, the reviews are more cautious. If you are sensitive to repetition in run-based games, Giant Bomb's response is worth taking seriously, even if most critics were warmer.

That is why these polarized pockets are useful. They stop a score from becoming a verdict for everyone. Saros can be a 9 out of 10 for the player who wants the next great Housemarque combat loop, and closer to a 7 for the player who needs the fiction and structure to land with the same force as the shooting.

For Perthro readers, that is also the quiet point of tracking games over time. A review score is useful, but your own note after five hours, ten hours, or the credits may tell you more. Saros sounds like the kind of game where that note might change as your tolerance for the loop changes. First impressions may be pure adrenaline. The later feeling depends on whether Carcosa keeps getting under your skin, or whether the runs start blurring together.

Should Saros go on your backlog?

If you own a PlayStation 5 and like demanding action games, Saros belongs on the shortlist. The review consensus is too strong to treat it as a maybe. The safer question is when to play it.

Play it now if Returnal's combat was the reason you bought into Housemarque in the first place. Critics across the score range agree that Saros feels sharp, fast, and physically satisfying. Wait if you bounced off Returnal because repetition wore you down, or if you need a story-driven sci-fi game to resolve its ideas cleanly.

The useful version of the Saros review roundup is not "critics loved it" or "critics were split." It is simpler: critics loved the action, respected the ambition, and disagreed about whether the story and structure held together for the full trip. That is enough to make Saros one of 2026's most interesting big releases so far, even if the best way to play it is slowly, one run and one honest note at a time.