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arcade coin-op old-school Housemarque Returnal could be a better roguelike, difficulty is a problem Marty Sliva The Takeaway

Returnal Is Truly Old-School, Sticky-Floored Arcade Action

ā€œIf at first you donā€™t succeed, insert coin to continue.ā€ That was the principle behind the vast majority of old-school arcade games. And while Returnal doesnā€™t actively plunder your wallet, itā€™s been giving me nostalgia-drenched flashbacks to my youth and to all the pocket money I frittered away at my local arcade.

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More than one outlet has picked up on Returnalā€™s arcade influences, with developer Housemarqueā€™s own Mikael Haveri remarking that the time-looping shooter is ā€œtrue to our arcade roots.ā€ Certainly, the first commercial release from Bloodhouse, whoā€™d later become half of Housemarque, was Stardust, a (then) visually striking update of Atariā€™s Asteroids.

But Returnal is truer to arcade gaming than even Stardust. According to Wiktionary, an arcade game is one ā€œthat shares traits of coin-operated video games, such as short levels, simple and intuitive controls, and rapidly increasing difficulty.ā€ Thatā€™s a reasonable definition, but it overlooks the overriding purpose of arcade machines. Arcade machines were, first and foremost, money-makers.

My local arcade was no different. Iā€™d head out at lunchtime and make a beeline for my townā€™s solitary amusement arcade. The sneaky thing about arcade machines was that the owner usually had the ability to alter a machineā€™s difficulty. If players were turning their nose up at a machine, the owner could make it easier so itā€™d be more palatable for those who walked in clutching their precious pocket money. Or if people were coasting through a particular game, they could make it a little trickier.

Housemarque Returnal arcade game old-school

It was entirely possible to come back the next day and discover a game you were playing yesterday was suddenly harder. Ultimately, though, it was all about finding a machine where you felt like you were slowly making progress, that you learned a little from each playthrough and that just one more go wasnā€™t a waste of money. So whenever I entered that arcade, crossing the uncomfortably sticky floor, Iā€™d home in on whichever machine scratched that itch.

Returnal likewise hits that sweet spot, fostering the notion youā€™re not wasting your time diving back in again and again. I know that, if there were a coin slot on the side of my PlayStation 5, Iā€™d have emptied three piggy banksā€™ worth of loose change by now. In fact, I can almost detect the faint whiff of cigarette smoke that was my childhood hauntā€™s trademark.

Returnal has also taken me back to my bad old habit of looking over other playersā€™ shoulders, the kind of behavior that would get me the occasional glare back in the day. Not literally, this time around, but my desire to see Returnal through has led me to many a YouTube video. Once again, Iā€™m watching other people play, in the belief that thereā€™s some secret wisdom I can absorb.

Then there are the bosses, my God, the bosses. No matter how many times Dark Soulsā€™ boss monsters might steamroller you, thereā€™s one small consolation: Once that energy bar is empty, your nemesis is dead. Returnal makes use of a feature that, while it crops up every now and then, was commonplace in the heyday of the arcade — multiple energy bars. You might be having your backside kicked by the secret lovechild of Cthulhu and Jabba the Hutt, but when theyā€™re down to half a bar, you can at least pretend youā€™re in the home stretch. Returnalā€™s multiple energy bars make it very clear that victoryā€™s not yet within your reach.

But you know what can speed you to victory? The right weapon. In Assassinā€™s Creed Odyssey, I never cared about what weapon was in a chest because I knew thereā€™d be an equivalent within reach. Returnal, on the other hand, makes weapon drops precious enough that it gives me flashbacks to blasting my way through Metal Slug. Each level Iā€™d cross my fingers that the last drop before the boss gave me homing missiles or something to at least make the upcoming fight a little less challenging.

Returnal has that same kind of gnawing tension; each time I crack open a chest Iā€™m praying for a Tachyomatic Carbine, rather than the middling Spitmaw Blaster. This element of chance, commonplace in rogue-lites but with its roots firmly in the coin-op world, feeds into the desire to keep returning to Returnal. What if — just, what if — you got really lucky this time? What if you ended up with the ā€œextra lifeā€ parasite and a level 2 carbine? Itā€™s got to be worth a shot, right? The lack of a save option and the way that itā€™s built for bite-sized runs (which reward you with more lore) add up to a game that feels like it belongs in an arcade cabinet.

Despite being a showcase for a new console generation, Returnal has much, much more in common with the arcade coin-ops of old. Is it going to kick-start an arcade renaissance? Not a chance — for the most part, amusement arcades are as dead as protagonist Seleneā€™s many, many corpses. She may be lost in space, but my having grown up with those challenging coin-guzzlers, Returnalā€™s big arcade energy feels a lot like going home.


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Chris McMullen
Chris McMullen is a freelance contributor at The Escapist and has been with the site since 2020. He returned to writing about games following several career changes, with his most recent stint lasting five-plus years. He hopes that, through his writing work, he settles the karmic debt he incurred by persuading his parents to buy a Mega CD. Outside of The Escapist, Chris covers news and more for GameSpew. He's also been published at such sites as VG247, Space, and more. His tastes run to horror, the post-apocalyptic, and beyond, though he'll tackle most things that aren't exclusively sports-based. At Escapist, he's covered such games as Infinite Craft, Lies of P, Starfield, and numerous other major titles.
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