Saros: How Housemarque devs are bringing the sci-fi characters to life

Saros: How Housemarque devs are bringing the sci-fi characters to life

Saros: How Housemarque devs are bringing the sci-fi characters to life https://ift.tt/jQLdOmG

As we continue sharing more from the world of Saros, today we’re stepping behind the scenes to highlight one of the pillars of this new universe: its characters. This latest trailer marks the first time we’ve shown a deeper look at our ensemble cast: the faces, voices, and performances anchoring the story of Saros.

What you’ll see in the trailer is more than motion capture and dialogue. It’s months of collaboration, interpretation, and trust between our directors, our actors, and the entire studio. Below, our team shares what it meant to bring these characters from script to screen.

Saros: How Housemarque devs are bringing the sci-fi characters to life

Crafting an ensemble with heart and tension

For Game Director Gregory Louden, this trailer was an opportunity to reveal more than action:

“We wanted to explore a lot more of our storytelling and show off our ensemble cast of NPCs. We have a phenomenal cast. They’ve brought such authenticity and reality to the characters.”

That authenticity becomes the emotional thread of Saros. Each character brings their own mix of hope, dread, and resilience. Narrative Designer William Shaughnessy explains:

“The more the characters learn, the more the sense of dread grows. The friction within the crew increases, and each handles that in different ways.”

This tension, human vulnerability set against an alien world is at the heart of the story.

Performance, trust, and bringing characters to life

Art Director Simone Silvestri shared his admiration for the performances that shaped the cast. Speaking about the actor behind Arjun, he says:

“Oh man, he’s cool. The way he’s acting for Arjun is just fantastic.”

Arjun is one of the characters who undergoes the most significant transformation over the course of the story.

Greg adds:

“He goes on quite an arc in the game. It’s exciting seeing him dedicate himself and really lose himself in the role to make sure players get the best story, and the best character to examine.”

The cast’s deep dedication allowed us to push the emotional resonance of Saros further than ever before.

The return of Jane Perry

Fans of our previous work will immediately recognize a familiar presence. Greg shares the surprise:

“I’m really excited for everyone to see that Jane Perry is back. She plays Sheridan Bouchard, commander of Echelon Four,  and as you can see, she does not muck around.”

Jane has become part of the Housemarque family, and Simone emphasizes the importance of that ongoing relationship:

“It’s very important to build trust with actors who can bring performance to the screen. They give their own spin to the characters we make. Having Jane back is awesome.”

For many on the team, seeing Jane across from Rahul Kohli in key scenes was a career highlight.

A new era of cinematics at Housemarque

Cinematic Artist Khalil Osaimi reflects on one of the first scenes the team shot:

“Seeing Greg and Brandon working with them on set was a revelation moment for me: what we can achieve nowadays in storytelling.”

He explains the delicate balance between cinematic storytelling and gameplay flow:

“There’s a fine line we have to walk. But with the talent we have here and the capabilities… we’re going to the next level now.”

For Housemarque, Saros represents a leap not just in action gameplay, but in narrative ambition.

Close-up characters, real subtlety

Technical Director Martin Contel speaks candidly about the challenges of bringing human emotion into a world known for high-intensity combat:

“We’re doing, for the first time, cinematics with characters in your face. We’re not afraid to bring the camera close. But animating a human face is incredibly difficult: one wrong muscle and a happy expression can become a smirk or something unintended.”

Achieving the nuance these characters demand has pushed our animation, performance capture, and rendering systems further than ever.

From paper to performance

William concludes with a reflection on seeing the scenes come to life:

“There are three phases to the game; in your mind, on paper, and in software. These scenes were once just words on a page, a hope that they’d look great. And they look amazing.”

For him, and for the entire team, seeing the cast’s interpretation and the studio’s execution has been deeply rewarding.

What comes next

The latest trailer revealed at The Game Awards marks just one step in unveiling the story of Saros. As we continue development, we’re excited to share more about the characters, the world they inhabit, and the mysteries that bind them.

Thank you for following us on this journey. More is coming soon, and we can’t wait to show you what’s next.

Aaero2: Black Razor Edition – how PSP and Guitar Hero led to this rhythm-action game

Aaero2: Black Razor Edition – how PSP and Guitar Hero led to this rhythm-action game

Aaero2: Black Razor Edition – how PSP and Guitar Hero led to this rhythm-action game https://ift.tt/9GUngom

Let me tell you how a PlayStation in a Welsh recording studio sparked a three-decade journey into the rhythm-action genre. This is the birth of our upcoming game, Aaero2: Black Razor Edition, which is available now on PS5..

As the 90s came to an end, my band had just signed our first record deal and we were living at a recording studio in Wales, recording our first EP. One evening, with my guitar parts, the bass and drums already in the bag, the drummer and I noticed a PlayStation under the TV in the lounge. There were two games; Colin McRae Rally and PaRappa the Rapper. We played a lot of Colin McRae before deciding to give the other odd-looking game a go. That’s where it all started for me and rhythm games. I’ve been obsessed with video games since I was little. The revelation that playing music and playing video games had a crossover point was huge.

Aaero2: Black Razor Edition – how PSP and Guitar Hero led to this rhythm-action game

Entering the games industry

After relentless hustling and following the least orthodox route imaginable (Musician > Engraver > Tattoo Artist > Architectural 3D Artist > Video Game Artist) I landed my first game job as an environment artist at Codemasters. It was at Codemasters – the home of Colin McRae Rally – that I first worked with Dan. A brilliant programmer and I’m struggling to find the right words. Let’s go with ‘enigmatic eccentric’. The PlayStation 2 was brand new and the bleeding edge of gaming. It was such an exciting time to be making games.

B-Boy, PSP, and the music/game connection

In 2002, a group of six guys broke away from Codemasters and Rare to form a new studio called FreeStyleGames. They were working on an exclusive game for PlayStation 2 and PSP called B-Boy. The connection of music and gaming was irresistible. Dan and I migrated over. In addition to art, the B-Boy project and smaller team structure allowed me to get involved in the music/audio side of things as well as game design.

Guitar Hero and the golden age of rhythm gaming

Keeping with the Hip Hop vibe, we went on to make a DJ game which caught the attention of Activision and became DJ Hero. They asked if we could help make content for Guitar Hero. Yes. Yes I can! I hired a team of absolutely incredible musicians and designers. Some musicians at the time scoffed at Guitar Hero and suggested people should play a real guitar instead of wasting time on games, but we disagreed. It was introducing people to music they otherwise may not hear and letting them appreciate it on a whole new level.

The birth of Mad Fellows and Aaero

Dan and I left FreeStyleGames in 2013 to form Mad Fellows. While people often mention Rez when describing Aaero, and it was indeed one of my favourite games, it wasn’t the biggest influence. It was actually most inspired by Gitaroo Man. The use of analog sticks to trace the music comes from my love for iNIS’ timeless classic. I still keep my PSP to hand so I can have a blast through the songs every now and then.

Meeting Wired Productions

While showing an early version of Aaero in 2015 at EGX in London, we first met the guys from Wired Productions. As a massive fan of Arcade Paradise, I had been talking to Leo (Managing Director of Wired Productions and co-founder of Black Razor Records) about how much I loved the soundtrack. The authentic 90s tracks really captured the vibe of the era, and the opportunity to bring this music into Aaero2 as the Arcade Paradise Music Pack was a dream come true. The Lania Kea Music Pack just naturally flowed on from that, and at that point we realised Aaero2 had evolved into something new.

Full circle

Aaero2: Black Razor Edition represents the culmination of many years of experience in music games from both Mad Fellows and Wired Productions. Its release on PlayStation feels like a huge milestone in a three-decade-long personal journey as a gamer and game developer.

Aaero2: Black Razor Edition Is out now on PS5.

Marathon ViDoc highlights the extraction shooters’ dark world and survival challenge

Marathon ViDoc highlights the extraction shooters’ dark world and survival challenge

Marathon ViDoc highlights the extraction shooters’ dark world and survival challenge https://ift.tt/9GUngom

Behind the scenes the team here at Bungie has been incredibly hard at work on Marathon, our brand-new PvPvE extraction shooter* – where the dark sci-fi world of Tau Ceti collides with tense survival FPS gameplay.

In Marathon, players scavenge the lost colony of Tau Ceti IV as a bio-cybernetic Runner while surviving against hostile UESC security forces, rival Runners, and unpredictable environments to seek their fortune.

Today’s ViDoc shares a new look at Marathon’s gameplay and immersive sci-fi setting. The team also explores updates since Alpha, like improved visual fidelity, proximity chat, solo play, and a new Runner shell: Rook.

Marathon ViDoc highlights the extraction shooters’ dark world and survival challenge

Captured on PC

On Tau Ceti, death is the first step.

Your journey begins in the proving grounds of Perimeter, where you’ll get your cybernetic legs under you and learn the basics of how to extract alive. Then, the anomaly-scarred Dire Marsh ups the ante and takes you to the remains of the human colony that’s filled with more danger and bigger rewards. As you grow your vault and survival skills, you’ll make your way to Outpost, the UESC’s forward base of operations with patrols, locked rooms, and loot that will have you tempting fate at each turn.

But, all of that leads up to the endgame. Hanging high above Tau Ceti is the looming UESC Marathon, which houses the Cryo Archive – the first deck you’ll be able to explore aboard the derelict colony ship. Solve raid-like security measures to unseal frozen vaults and pillage the artifacts within. Every cramped corridor forces you into conflict with fully-geared enemy crews racing for the same prize. Breach the seventh vault to challenge an entity that even the UESC fears.

Captured on PC

Unsteady truces, unforgiving worlds, and unforgettable experiences await you on Tau Ceti IV. With huge thanks to our incredible community, we’ve been able to playtest and gather feedback to ensure that we’re building Marathon with our players in mind. We’ve made several improvements, including:

  • Proximity chat, to make on-the-fly alliances – or break them – in the field
  • Rook, our solo scavenger experience
  • Solo Runner queue, so you can test yourself against Tau Ceti’s most challenging odds
  • Updates to visual fidelity across the board, to further immerse you in the world

Whether you were with us back in April for our first Alpha or you’re just joining us now, there’s a rich world full of lore and loot for you to discover when your cybernetic biosynthetic shell takes its first steps into our new world.

Captured on PC

We’ve built Marathon to shine on PlayStation 5, with the goal of delivering smooth, intense combat – whether you’re playing with your crew for a night full of runs, going it solo, or filling into teams of up to three. The PS5’s hardware is perfectly suited for us to bring this dark and gritty world to life, and we can’t wait for you to get your hands on it.

Marathon releases in March 2026 at the target price of $39.99/€39.99/£34.99, with additional regional pricing to be announced.

Keep up with the latest news from our team at Bungie by wishlisting Marathon for PlayStation right here.

If you want to join in on the discussion and chat with the dev team, make sure to head over to the Marathon Official Discord! We’d love to hear your stories, get your feedback, and share what’s coming next as we chart the path forward.

We can’t wait for you to join us on Tau Ceti soon.

*Bungie.net account and internet connection required. Paid for PlayStation Plus membership (sold separately) required on PS5.

PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Full terms: play.st/psplus-usageterms.

S.T.A.L.K.E.R. 2 drops a free story and content update on Dec 16

S.T.A.L.K.E.R. 2 drops a free story and content update on Dec 16

S.T.A.L.K.E.R. 2 drops a free story and content update on Dec 16 https://ift.tt/hy6ecNX

On December 16 we will release a content update for S.T.A.L.K.E.R. 2: Heart of Chornobyl with a brand new storyline which will bring:

  • 8 quests that can take hours to complete
  • 7 locations to explore
  • 6 characters with their own backgrounds and stories
  • A unique weapon
  • A hub to create

All of this — completely free for all owners of the game. Christmas arrived earlier in the Zone. Let’s get into it.

What’s S.T.A.L.K.E.R. all about?

S.T.A.L.K.E.R. 2: Heart of Chornobyl gives you a chance to jump into the Chornobyl Anomalous Zone. A place frozen in time since 1986, but re-emerged after the second explosion caused by secret scientific experiments.

It is an abandoned area, surrounded by a massive perimeter wall to protect the outside world from what was left inside after horrific experiments. Now, this place is full of mysteries, buried secrets, horrific mutants, anomalies, artifacts, and… people.

S.T.A.L.K.E.R. 2 drops a free story and content update on Dec 16

Those are called stalkers. Caring only about themselves or their close group. Each and every one with the intention to get something from the Zone — money, fame, answers to the deepest personal questions and God knows what else.

You are one of them.

So what is this new quest?

Strange things start happening near the Malachite on the western part of the map. The research groups sent by scientists were reporting a signal interfering with their usual PDA communications. After listening to it, stalkers were suffering from headaches, nose bleeds, and hallucinations.

Professor Medulin witnessed everything with his own eyes. While being good at scientific research, he didn’t know enough about the radio signal and what to do to figure out what was happening. That’s where Banzai steps in, a radio enthusiast, who also joined the investigation, but something went wrong.

You may hear their emergency transmission almost anywhere in the Zone. Pay close attention to the Red Forest Region on your map, and from here on, your intuition, rationality and choices will lead you down the rabbit hole to see how deep it is.

Never forget about your gear

No stalker embarks on an expedition unprepared. That’s where the new weapon comes in handy.

The GP37V2 is a modified version of the GP37 rifle, crafted for the most tactically proficient players.

It features a pre-installed suppressor and a low-magnification scope. The trigger group has been modified to support single and burst fire modes only.

The cost of failure is higher, but in the hands of a skillful operator, the GP37V2 can reward you with its precision and power. And even if that somehow doesn’t sound like the best fit for your playstyle — you still have 30+ weapons (plus attachments) in S.T.A.L.K.E.R. 2 to choose your favorite from.

New locations and places

As a bounty hunter, you need to explore, loot, and survive. Believe us when we say that the Fairy Tale Pioneer Camp and the Old Mine in Red Forest are worth your time.

If you have already travelled the Zone south-to-north and east-to-west, you’ll see some familiar locations are now re-inhabited by stalkers. The story will lead you through Car Dump, Army Warehouses, City Boiler Room, Rail Depot near Malachite, and Volkhov SAM.

Your choices may also lead you to completely uncharted places. Trust your instincts to see how it pays off.

New hub in the Burnt Forest region

Your choice matters in S.T.A.L.K.E.R. 2 — and it literally shapes and changes the Zone. It stays true in this new story, as one of the outcomes is a whole new hub appearing in a not-so-populated area of Burnt Forest. Technician, trader, medic, guide — everyone will be there. Of course, including a place to take a nap, and your stash!

Jump into the story

This is a content update for S.T.A.L.K.E.R. 2: Heart of Chornobyl that will be available to all play on December 16, 2025. Grab your permit to enter the Zone and dive into the massive open world, full of mysteries, secrets, and dangers unknown to humanity.

Take your time in this big and atmospheric adventure, lose yourself in the ultra-realistic, stunning and haunting Zone — created with photogrammetry to serve as a digital museum of a real place.

DualSense features, 3D Tempest Audio, haptics and gyro aiming — available exclusively on PlayStation 5 — will complement the extreme immersion of this atmospheric dive into the unknown.