For over two decades, Housemarque established itself as the premier architect of modern arcade-style shooters, crafting beloved titles such as Resogun, Dead Nation, Super Stardust HD, and Nex Machina. However, in 2017, the studio shocked its fanbase by infamously proclaiming that “Arcade is Dead.” Following the tepid commercial performance of Nex Machina, the developer announced a pivot away from its coin-op roots to pursue “something completely different.”
That “something different” eventually manifested as 2021’s genre-defining roguelite, Returnal. Yet, despite the studio’s earlier rhetoric, Returnal felt like a evolution of the arcade philosophy rather than an abandonment of it. It traded the traditional top-down perspective for a high-budget, third-person cinematic experience, but the twitch-reflex intensity remained firmly intact.
During a recent three-hour hands-on session with the upcoming PlayStation 5 exclusive, Saros, I had the opportunity to sit down with game director Gregory Louden and art director Simone Silvestri. My primary objective was to settle the debate once and for all: Is the arcade genre still dead in the eyes of Housemarque?
Resurrecting the Arcade Spirit
“No,” Louden replied instantly. “I would say the arcade spirit is very much alive at Housemarque. It defined Returnal, and it absolutely defines Saros. We prioritize gameplay above all else, focusing on razor-sharp, responsive controls. The essence of the arcade experience is that sense of flow and total immersion—that’s the foundation of everything we do in Saros.”
Louden described the sensation of “bullet ballet” on the haunting world of Carcosa, where players lose track of time while weaving through intricate, hypnotizing projectile patterns. According to him, the arcade philosophy hasn’t vanished; it has simply evolved into a more sophisticated form.
Art director Simone Silvestri, the visionary behind Saros‘ striking extraterrestrial aesthetic, echoed this sentiment, noting that the arcade DNA is the studio’s beating heart.
“It’s thriving in this game,” Silvestri noted. “From an art direction perspective, our goal is to enhance those classic arcade sensibilities. We wanted a radical escalation in the visual experience—starting in a grounded setting and then layering on what we call the ‘arcade paintbrush.’ It’s a fundamental part of our identity.”
It appears the reports of the arcade’s demise were greatly exaggerated, even by the studio that authored the obituary. Based on my early hours with Saros, that “bullet ballet” is more refined and exhilarating than ever.
Saros is set to launch exclusively on the PlayStation 5 on April 30.
Are you looking forward to Housemarque’s next evolution? Share your thoughts on the arcade revival in the comments below!

Why Kingdom Hearts Deserves an Anime Adaptation After 25 Years
Onimusha: Way Of The Sword Isn’t A Horror Game, But It Definitely Has Its Horror Moments
It Takes Two Developer Working on Co-Op Game Orbitals for Switch 2
Sony Announces Release Date for Pokémon Competitor Aniimo Before GTA VI
Analyst Reports Weak Sales for Halo: Campaign Evolved
Developers Reveal New Details About Star Wars: Zero Company
Phantom Blade Zero Surges on Steam as Players Place Mass Pre-orders
Netflix Shuts Down Two Gaming Studios, Including Night School, Developer of Oxenfree