Creating Returnal’s otherworldly enemies: VFX-driven tentacle tech and deep-sea inspirations We are very excited to be approaching the launch of Returnal, on April 30, and we wanted to share a few more details on Selene’s journey. This time we wanted to talk about some of the hostile forces she will encounter on Atropos. The planet of Atropos is a dark and mysterious place, and each environment will provide its own unique set of enemies to overcome: from the organic and parasitic creatures inhabiting the Overgrown Ruins, to the cosmic or corrupted entities roaming the sands of the Crimson Wastes, and the mechanical automatons that endlessly patrol the haunting Derelict Citadel… Players will encounter a large variety of different foes, which aside from their unique aesthetics will also provide their own unique gameplay flavor and special attacks. Towards this purpose we ended up creating our own special VFX-driven tentacle tech and used it very liberally. These fully dynamic elements bring that chaotic beauty to the enemies we were after, and also created some really satisfying feedback for players as well. For our creative process, we wanted to make sure that our enemies looked otherworldly and unique, but also wanted them to provide great gameplay of course. In a few cases, our enemy ideas would start from a particular aesthetic or story we were trying to tell – for example our Mycomorph (pictured above) was the idea of a parasitic organism that festers on Selene’s corpses, so you would see her fractured skull and ribcage amidst the tree-like parasitic growth of the enemy up close. But usually, we followed a very gameplay-first approach when crafting our enemies in Returnal: we’d devise various key roles and archetypes that we wanted to fill for each biome, and start prototyping them not only by themselves, but also in different combinations with each other. But most other creatures prefer to keep combat at a distance. For example, in the Overgrown Ruins the Mycomorph has a strong emphasis on shooting aggressive homing projectiles from afar. It will often teleport to new locations to find better vantage points, and will also throw out a grenade-style attack that releases a cluster of vines, which will inhibit player movement when within proximity. Ultimately though most of our encounters will rely primarily on highlighting our signature projectile and Bullet Hell gameplay, and our bosses especially will provide a vast array of challenging patterns to showcase this. For example, soaring in the skies of the Crimson Wastes, Ixion has a large variety of different layered attacks to avoid, ranging from patterns that populate the playfield with hundreds of slow-moving bullets to carefully weave through, to fast-speed attacks that provide more reactive dash-focused gameplay, to expanding shockwaves that compartmentalize the space and demand your continuous attention, to majestic bursts of countless homing missiles with long trails which bring some extra intensity to our combat. On that note, your spatial awareness will be put to the test in Returnal. You’ll need to keep moving and make full use of Selene’s moveset in order to prevail, while staying fully alert of the myriad threats incoming from all directions. Our level layouts have lots of verticality, so you’ll need to be constantly traversing the environment to avoid the onslaught of projectile attacks and try to reach better vantage points to dispatch the enemies. Effective use of Dash will be critical, as it can be used freely as a navigation tool, but also to dash through our projectile attacks without taking damage, and also avoid last-minute melee attacks with some split-second timing. We’ve covered our wide array of weapons and upgrades that Selene can find in a previous post, and players will need to use every tool and navigation option they have in order to survive on Atropos. This is just a small glimpse of some of the various encounters and combat scenarios you’ll find in Returnal. We are very excited and proud for PS5 users to experience Returnal very soon on April 30. Harry Krueger - Creative Director, Housemarque PlayStation Blog |