Going into Returnal, I expected a sequel that played it safe. What I got was a flawed game I couldn't put down. That gap is what this review will spend the next thousand words pulling apart.
I bounced off Returnal the first time I tried it. The second attempt — about three months later, after a long flight, on a recommendation from a friend — was when the design clicked. This is a review of the second attempt.
Gameplay
Combat in Returnal rewards reading more than reflexes. Housemarque clearly built around the idea that you should always have time to think — but the consequences for thinking wrong are real. The result is the rare action game that respects deliberate play.
The core loop is tight and rhythmic. You build out your settlement, then you evaluate the cost, then you either commit or hit reset. What separates Returnal from peers in the Action Roguelike space is the way the second decision changes the first one. It's a subtle thing, but you feel it more the longer you play.

Story & Setting
The writing in Returnal is the best argument for taking dialogue trees seriously again. Every choice feels weighted. Every NPC has a recognizable voice. It's not subtle work — but it's the kind of unsubtle work that takes years to get right.
The story is told mostly through environment and incidental dialogue, which is the right choice for the kind of game this is. There are no twenty-minute cutscenes. There are no NPCs who follow you around explaining lore. What there is, instead, is a world that responds to attention.
Visuals & Performance
Performance is solid on the platforms we tested. Frame rate stays in target ranges, load times are short, and we didn't encounter game-stopping bugs across roughly 18 hours of play. Visual fidelity is competitive — not industry-leading, but competitive — and the optimisation work shows.

Verdict
Housemarque has earned the benefit of the doubt with Returnal. It's not their best work — that's probably still Civilization V — but it's a stronger argument for taking small studios seriously than any pitch deck.
Housemarque has earned the benefit of the doubt with Returnal. It's not their best work — that's probably still Hades — but it's a stronger argument for taking small studios seriously than any pitch deck.
Verdict
| Category | Score |
|---|---|
| Gameplay | 7/10 |
| Story | 6/10 |
| Visuals | 9/10 |
| Replayability | 9/10 |
Frequently asked questions
How long does it take to finish Returnal?
Main story runs around 12-15 hours depending on how thoroughly you explore. Completionists can spend 2-3× that.
Is Returnal good for newcomers to Action Roguelike?
It depends. The systems are deep but the tutorial does a fair job. Veterans of Action Roguelike will feel at home faster.
Which platform should I play Returnal on?
PC version offers the highest fidelity if your rig can handle it. Console versions are polished out of the box.
Was Returnal worth the launch-day price?
If you're a fan of Housemarque, yes. If you're new to the studio, a sale price is more comfortable.
Are there DLCs or expansions worth picking up?
Wait for the Game of the Year edition — it bundles everything at a fair discount.
What did Housemarque get right (and what could be better)?
The systems are confident and the combat is satisfying. The story handoffs and load times are the rough spots.
Comments
Comments are moderated. Be civil — disagreement is fine, abuse isn't.

Bought it on sale last week — already 18 hours in. Highly recommend.
Multiplayer mode adds 30+ hours of replay value. Underrated section.
The economy is broken in the late game, surprised this wasn't mentioned.
Score feels about right. The opening drags a bit but it grows on you.
Finally finished it last night. Your take on the ending matches mine.
Did you notice how the side missions tie back into the main arc? That was a nice touch.
Solid review. I bounced off Returnal for the first 5 hours, then it clicked.