Compare Saros vs The Rogue Prince of Persia

P1 Saros
P2 The Rogue Prince of Persia

Comparison Takeaways

Saros

Where It Has the Edge

  • visual effects quality is 4.9 vs 2.0. Visual effects were a major highlight, especially the particle-heavy combat fireworks and colorful VFX.
  • character development is 4.8 vs 2.0. Arjun’s arc drew praise where reviewers felt his development became darker, more complex, and captivating.
  • innovation is 4.7 vs 2.2. Innovation centered on the shield, bullet-as-resource design, haptic implementation, and a more flexible challenge structure.
  • voice acting is 4.7 vs 2.2. Voice acting was widely praised, especially Rahul Kohli’s performance, with the broader cast also receiving positive notes.

The Rogue Prince of Persia

Where It Has the Edge

  • map and navigation design is 4.4 vs 2.4. Map and navigation design was a consistent strength, especially the Mind Map, world map, and objective tracking.
  • animation quality is 4.7 vs 2.8. Animation quality was a strong visual highlight, repeatedly described as smooth, buttery, and momentum-selling.
  • grind level is 4.4 vs 2.9. Grind level was praised as learning-focused and consistently rewarding rather than grindy.
  • menu usability is 4.0 vs 2.8. Menu usability received limited positive support from update coverage mentioning UI and menu tweaks.
Average score
Product 1: Saros
4.2
Product 2: The Rogue Prince of Persia
3.9
accessibility options
Product 1: Saros
4.6

Reviewers praised Saros for broad accessibility and difficulty-tuning options, including modifiers, visual recoloring, remapping, and ways to soften or intensify challenge.

Product 2: The Rogue Prince of Persia
4.6

Accessibility was positively noted where reviewers mentioned useful or extensive options.

aiming precision
Product 1: Saros
4.0

Aiming was generally considered forgiving and readable thanks to auto-aim and tracking, though some no-auto-aim weapons were harder to master.

Product 2: The Rogue Prince of Persia
No score yet
animation quality
Product 1: Saros
2.8

Animation comments were mostly negative, focused on stiff dialogue animation and odd or weak face animation outside stronger cinematic moments.

Product 2: The Rogue Prince of Persia
4.7

Animation quality was a strong visual highlight, repeatedly described as smooth, buttery, and momentum-selling.

art direction
Product 1: Saros
4.8

Art direction was a clear strength, with reviewers highlighting Carcosa’s strong, alien visual identity and memorable environmental design.

Product 2: The Rogue Prince of Persia
4.3

Art direction was broadly praised for cel-shaded, colorful, comic-like, or distinctive Persian-inspired presentation, with one outlier calling it flat.

atmosphere
Product 1: Saros
4.7

Reviewers repeatedly praised the unnerving, dread-soaked atmosphere, even when they disagreed about the story itself.

Product 2: The Rogue Prince of Persia
4.4

Atmosphere was praised for strong tone-setting and a magical, dangerous Persian world.

boss design
Product 1: Saros
4.4

Bosses were widely admired for spectacle, challenge, and memorability, though a few reviewers found some fights long or uneven.

Product 2: The Rogue Prince of Persia
4.1

Bosses were usually seen as fair, memorable, and movement-driven, though some wanted more bosses or found certain fights too easy or health-heavy.

bug frequency
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
2.0

Bug frequency hurt early-access impressions, especially around forge/unlock glitches.

camera behavior
Product 1: Saros
4.3

Camera controls were specifically praised as quick enough for combat without becoming disorienting.

Product 2: The Rogue Prince of Persia
No score yet
character customization
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
4.6

Character customization was praised where reviewers highlighted numerous skins, costumes, and distinct outfit changes.

character development
Product 1: Saros
4.8

Arjun’s arc drew praise where reviewers felt his development became darker, more complex, and captivating.

Product 2: The Rogue Prince of Persia
2.0

Character development was scored negatively where characters were described as broad, predictable archetypes.

character roster
Product 1: Saros
3.6

The cast received mixed reactions, with some reviews praising performances while others wanted more depth beyond Arjun.

Product 2: The Rogue Prince of Persia
No score yet
checkpoint system
Product 1: Saros
4.6

Saros’ checkpoint-like structure and biome restart options were praised for reducing repetition and respecting time.

Product 2: The Rogue Prince of Persia
4.6

The checkpoint system was praised for autosaving and Wells of Dreams respecting player time.

combat system
Product 1: Saros
4.7

Combat was the strongest consensus point, described as thrilling, precise, tactile, and among Housemarque’s best work.

Product 2: The Rogue Prince of Persia
4.1

Combat drew broad praise for smooth, acrobatic, environment-aware action, but several reviewers found it basic, floaty, or less deep than movement.

community features
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
4.5

Community features earned positive support where community-created skins were framed as a good player-involvement idea.

content variety
Product 1: Saros
4.5

Several reviews found the game rich in sections, weapons, collectibles, and sights, though the content variety was usually discussed through exploration and spectacle.

Product 2: The Rogue Prince of Persia
3.8

Content variety ranged from strong biome/update praise to concerns about barebones early access, lean side areas, or limited endgame.

controls responsiveness
Product 1: Saros
4.6

Controls were heavily praised for responsiveness, tactile feel, and precise movement/shooting, with only rare complaints about input conflicts.

Product 2: The Rogue Prince of Persia
4.1

Controls were mostly described as responsive and intuitive, though a few reviews noted input delay or combat-control rough edges.

core gameplay loop
Product 1: Saros
4.5

The core loop was usually seen as compelling and satisfying, though Polygon felt progression systems weakened the roguelike loop.

Product 2: The Rogue Prince of Persia
4.5

The core loop was widely praised as addictive, slick, and rewarding, with a few caveats around repetition or shorter staying power.

crash stability
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
5.0

Crash stability had one strong positive technical report noting a sound package with no crash concerns.

dialogue quality
Product 1: Saros
2.7

Dialogue quality was mixed to weak, with several reviewers noting stilted conversations, unnatural backlog delivery, or long quiet stretches.

Product 2: The Rogue Prince of Persia
2.1

Dialogue quality was weak overall because reviewers repeatedly cited repetition, unvoiced exchanges, and low charm.

difficulty balance
Product 1: Saros
4.1

Difficulty balance split reviewers: many called it tough but fair and customizable, while some felt ganks, repetition, or modifiers could undermine balance.

Product 2: The Rogue Prince of Persia
3.4

Difficulty was split: approachable and fair for many, but sometimes too easy, undertuned, or constrained by limited options.

economy and resource balance
Product 1: Saros
3.1

Resource balance drew limited but mixed evidence, with one review noting balance concerns and another criticizing excess currency gains.

Product 2: The Rogue Prince of Persia
3.4

Resource balance was mixed, with one review praising plentiful unlock resources and another saying spending options run out too quickly.

emotional impact
Product 1: Saros
3.0

Emotional impact was mixed, with some reviewers admiring ideas but others saying the narrative and characters did not fully move them.

Product 2: The Rogue Prince of Persia
2.4

Emotional impact was limited where the lack of consequences reduced urgency and danger.

endgame content
Product 1: Saros
2.8

Endgame content was a limited concern, with one reviewer specifically wishing for a dedicated post-game activity.

Product 2: The Rogue Prince of Persia
2.6

Endgame content was weak in early-access and later critiques that wanted more content or more staying power.

enemy variety
Product 1: Saros
4.6

Enemy variety was praised for diverse, escalating, and biome-changing threats that keep combat fresh.

Product 2: The Rogue Prince of Persia
3.9

Enemy variety was often praised for distinct types and readable design, but some reviews found repeated enemies visually or mechanically familiar.

environmental detail
Product 1: Saros
4.7

Environmental detail was a frequent highlight, with reviewers praising Carcosa’s biomes, architecture, and alien spaces.

Product 2: The Rogue Prince of Persia
4.2

Environmental detail was praised for readable, distinct, colorful locations and expressive spaces.

exploration quality
Product 1: Saros
4.6

Exploration was praised for hidden paths, secrets, and optional areas that reward revisiting biomes.

Product 2: The Rogue Prince of Persia
4.1

Exploration was usually rewarding thanks to hidden paths, nonlinearity, and satisfying traversal, though one review found it merely okay.

facial animations
Product 1: Saros
2.9

Facial animations were a repeated weakness, especially outside cutscenes where faces could not match the vocal performances.

Product 2: The Rogue Prince of Persia
No score yet
faithfulness to franchise
Product 1: Saros
4.6

Reviewers generally felt Saros honors Housemarque and Returnal’s lineage while refining or expanding the studio’s formula.

Product 2: The Rogue Prince of Persia
4.6

Faithfulness to the franchise was strong, with reviewers saying the parkour-first design respected Prince of Persia identity.

fast travel convenience
Product 1: Saros
4.7

Fast travel and biome teleporting were widely praised as major quality-of-life improvements that reduce tedium.

Product 2: The Rogue Prince of Persia
4.7

Fast travel was highly praised for making backtracking painless, instant, or strategically useful.

frame rate stability
Product 1: Saros
4.6

Frame rate was generally strong, with most reviewers reporting near-locked or rock-solid 60fps and only occasional dips.

Product 2: The Rogue Prince of Persia
4.9

Frame rate stability was strongly praised across several Switch 2 and technical impressions.

fun factor
Product 1: Saros
4.9

Fun factor was very high, with reviewers repeatedly describing the act of playing, replaying, and mastering Saros as joyful or addictive.

Product 2: The Rogue Prince of Persia
4.4

Fun factor was high overall, with many reviewers calling the game addictive, satisfying, or a blast despite caveats.

gameplay mechanics
Product 1: Saros
4.5

Gameplay mechanics, especially the shield, parry, eclipse, and modifier systems, were praised, though one review felt the systems could overprotect players.

Product 2: The Rogue Prince of Persia
4.0

General gameplay mechanics were usually seen as confident and fast-paced, though one review called the overall execution merely solid.

graphics quality
Product 1: Saros
4.7

Graphics quality was praised across reviews for visual flair, PS5 showcase value, and striking Unreal Engine 5 presentation.

Product 2: The Rogue Prince of Persia
4.5

Graphics were usually praised as crisp, gorgeous, or sublime, especially after visual updates and on Switch 2.

grind level
Product 1: Saros
2.9

Grind and repetition drew mixed-to-negative comments, especially around repeated boss attempts and artifact droughts.

Product 2: The Rogue Prince of Persia
4.4

Grind level was praised as learning-focused and consistently rewarding rather than grindy.

handheld play suitability
Product 1: Saros
4.5

Handheld or remote play suitability had limited evidence, but one reviewer said it looked and played beautifully on PlayStation Portal.

Product 2: The Rogue Prince of Persia
4.6

Handheld suitability was praised on ROG Ally and Switch 2 thanks to crisp visuals and run-based structure.

haptic feedback integration
Product 1: Saros
4.7

DualSense haptics and adaptive triggers were a standout, repeatedly praised as tactile, innovative, and deeply integrated.

Product 2: The Rogue Prince of Persia
No score yet
horror tension
Product 1: Saros
4.7

Horror tension was supported through praise for dread, anxiety, cosmic horror, and the unsettling eclipse-driven world.

Product 2: The Rogue Prince of Persia
No score yet
HUD clarity
Product 1: Saros
4.4

HUD/readability comments were positive but limited, emphasizing that the intense spectacle remained coherent and not visually confusing.

Product 2: The Rogue Prince of Persia
5.0

HUD clarity was strongly praised in one review that singled out visual clarity as excellent.

immersion
Product 1: Saros
4.7

Immersion was praised through tactile feedback, 3D audio, and audiovisual design that pulled reviewers into Carcosa.

Product 2: The Rogue Prince of Persia
No score yet
innovation
Product 1: Saros
4.7

Innovation centered on the shield, bullet-as-resource design, haptic implementation, and a more flexible challenge structure.

Product 2: The Rogue Prince of Persia
2.2

Innovation was low in one review that criticized the game for not matching or exceeding stronger roguelikes.

learning curve
Product 1: Saros
3.8

The learning curve was approachable for some but still initially demanding, with trial-and-error teaching and a tough early adjustment.

Product 2: The Rogue Prince of Persia
4.2

The learning curve was considered manageable and rewarding, with mastery rather than frustration emphasized.

level design
Product 1: Saros
4.7

Level design was strongly praised for handcrafted chunks, biome structure, combat spaces, and a balance between freshness and mastery.

Product 2: The Rogue Prince of Persia
3.9

Level design was often praised for branching paths, biomes, and movement support, though procedural layouts sometimes became familiar or disrupted flow.

load times
Product 1: Saros
4.8

Load times had limited but strong evidence, with Digital Foundry praising nearly instant transitions.

Product 2: The Rogue Prince of Persia
3.0

Load times were mixed, with some reviewers reporting solid loads and others calling them slow or momentum-breaking.

loot system
Product 1: Saros
3.1

Loot drew mixed feedback: some liked risky artifacts and weapon discovery, while others disliked artifact droughts or limited replacement control.

Product 2: The Rogue Prince of Persia
3.8

Loot and build variety were praised when weapons, tools, and medallions clicked, though several reviewers found synergies inconsistent or padded.

lore depth
Product 1: Saros
4.4

Lore depth was praised where reviewers enjoyed logs, mysteries, and hidden material that encouraged deeper digging.

Product 2: The Rogue Prince of Persia
3.8

Lore depth received limited positive support from one review tying lore discoveries to Mind Map expansion.

map and navigation design
Product 1: Saros
2.4

Navigation drew criticism from one reviewer who found objective direction poor despite liking the map.

Product 2: The Rogue Prince of Persia
4.4

Map and navigation design was a consistent strength, especially the Mind Map, world map, and objective tracking.

menu usability
Product 1: Saros
2.8

Menu usability had limited negative evidence, focused on hidden information and unclear equipment-screen navigation.

Product 2: The Rogue Prince of Persia
4.0

Menu usability received limited positive support from update coverage mentioning UI and menu tweaks.

mission design
Product 1: Saros
4.6

Optional challenge-space design was praised as brutal but rewarding.

Product 2: The Rogue Prince of Persia
4.0

Mission design earned positive mention where objectives and clues gave players more agency during runs.

mission variety
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
4.1

Mission variety was supported by secondary missions and NPC objectives that pushed different play styles and routes.

movement feel
Product 1: Saros
4.7

Movement feel was praised as smooth, nimble, precise, and joyful across several reviews.

Product 2: The Rogue Prince of Persia
4.7

Movement was the strongest consensus highlight, repeatedly praised for fluid wall-running, parkour flow, and satisfying momentum.

narrative quality
Product 1: Saros
3.9

Narrative quality was the most mixed major attribute, ranging from gripping and coherent to underdeveloped, opaque, or overambitious.

Product 2: The Rogue Prince of Persia
3.0

Narrative quality was the clearest weak spot: some liked the setup and Mind Map integration, but many found the story thin, light, or underdeveloped.

onboarding experience
Product 1: Saros
3.5

Onboarding was mixed: some reviewers said mechanics ramped up well, while one felt the many systems were poorly communicated.

Product 2: The Rogue Prince of Persia
4.4

Onboarding was viewed positively in update coverage and Switch 2 impressions, especially for preparing players without confusion.

online stability
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
2.2

Online stability had one negative Switch 2 note about unnecessary connection prompts.

originality
Product 1: Saros
3.8

Originality was mixed, with praise for bold changes and criticism that Saros repeats Returnal-like beats with minimal variation.

Product 2: The Rogue Prince of Persia
2.8

Originality was mixed-to-low; reviewers liked the execution but often said it followed genre formulas or lacked novelty.

pacing
Product 1: Saros
3.6

Pacing drew mixed responses, from tighter run pacing to complaints that story, repetition, or traversal could drag.

Product 2: The Rogue Prince of Persia
4.5

Pacing was considered well balanced, with short, pick-up-and-play runs that still leave room to learn.

performance optimization
Product 1: Saros
4.6

Performance optimization was praised overall, especially on PS5/PS5 Pro, with only minor dips or loading-related hitches noted.

Product 2: The Rogue Prince of Persia
3.7

Performance optimization was mixed by platform, with stable Switch 2 reports offset by occasional lag or calls for tuning.

platform-specific feature support
Product 1: Saros
4.7

Platform-specific support was praised through PS5 showcase features, Pro upscaling, DualSense use, and 3D audio.

Product 2: The Rogue Prince of Persia
4.5

Platform-specific feature support was positive in Switch 2 coverage citing 4K output and stable docked/handheld performance.

platforming precision
Product 1: Saros
4.5

Platforming precision had limited but positive evidence around precise jumping, dodging, and reduced geometry snagging.

Product 2: The Rogue Prince of Persia
4.5

Platforming was praised for precision, flow, and expressive parkour, with only occasional complaints about awkward interactions or puzzle repetition.

polish
Product 1: Saros
4.7

Polish was praised frequently, with reviewers calling Saros smooth, refined, and consistently excellent.

Product 2: The Rogue Prince of Persia
4.1

Polish was generally high in final-release reviews, though early-access coverage still called the package unfinished or in progress.

progression system
Product 1: Saros
4.3

Progression was usually praised for meaningful permanent upgrades, though one reviewer felt it overemphasized numbers over skill.

Product 2: The Rogue Prince of Persia
4.0

Progression was generally rewarding and steady, though some reviews criticized shallow or limited long-term upgrade depth.

protagonist appeal
Product 1: Saros
4.0

Protagonist appeal was mixed: several reviewers found Arjun compelling or well-acted, while one found him unpleasant by design.

Product 2: The Rogue Prince of Persia
3.9

The Prince himself had modest appeal, with reviewers noting charm and emotional vulnerability despite broader story limits.

puzzle design
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
3.6

Puzzle elements were viewed as useful for variety, but one reviewer felt repeated setups lost impact.

quest design
Product 1: Saros
No score yet
Product 2: The Rogue Prince of Persia
4.7

Quest design received strong praise for weaving roguelite runs, optional quests, plot pieces, and characters together.

replay value
Product 1: Saros
4.7

Replay value was strong, with reviewers saying they wanted to dive back in or keep running even after credits.

Product 2: The Rogue Prince of Persia
3.8

Replay value was good when the loop grabbed reviewers, but repetition and shorter content reduced long-term pull for some.

save system reliability
Product 1: Saros
4.5

Save/run continuation quality was praised via suspend, leave-and-return, and day-one roguelite quality-of-life comments.

Product 2: The Rogue Prince of Persia
4.4

Save reliability was positive where local saves and permanent blueprint saving were noted as dependable.

side character depth
Product 1: Saros
2.5

Side character depth was a common weakness, with reviewers describing the supporting cast as shallow, disposable, or stock.

Product 2: The Rogue Prince of Persia
2.4

Side character depth was mixed-to-negative: one review liked distinct personalities, but several called the cast shallow or generic.

skill tree depth
Product 1: Saros
3.8

Skill-tree depth was mixed, from exhaustive and satisfying to more of a limited trunk than a deep build system.

Product 2: The Rogue Prince of Persia
3.5

Skill trees were mixed: some appreciated meaningful progression and freedom, while others found the upgrades incremental or unexciting.

sound design
Product 1: Saros
4.7

Sound design and 3D audio were praised for intensity, dread, positional clarity, and haunting effects.

Product 2: The Rogue Prince of Persia
3.8

Sound design was mostly positive when it supported flow and communicated danger, though one review found audio understated.

soundtrack quality
Product 1: Saros
4.6

The soundtrack was praised for oppressive, unnerving, and complex music that supports Carcosa’s tone.

Product 2: The Rogue Prince of Persia
4.5

The soundtrack was one of the strongest points, repeatedly praised as energetic, dynamic, Persian-inflected, and memorable.

tutorial quality
Product 1: Saros
4.3

Tutorial quality had limited but positive evidence, with reviewers noting trial-and-error teaching and encounter design that prepares players for bosses.

Product 2: The Rogue Prince of Persia
4.7

Tutorial quality was praised for functioning as a clear training ground before the game opens up.

upgrade system
Product 1: Saros
4.6

The upgrade system was praised for making attempts feel worthwhile and improving approachability.

Product 2: The Rogue Prince of Persia
4.0

The upgrade and medallion systems often added build variety, but some reviewers felt individual upgrades were basic or underwhelming.

user interface design
Product 1: Saros
3.3

User interface design had limited mixed evidence, with one reviewer finding it good enough but imperfect.

Product 2: The Rogue Prince of Persia
2.9

User interface design was mixed, with map/UI glitches and requests for clearer map information.

value for money
Product 1: Saros
5.0

Value for money had limited but explicit support from one reviewer who said they would pay full price.

Product 2: The Rogue Prince of Persia
3.8

Value for money was mixed-positive: final-release Switch coverage found the price fair, while early access was harder to recommend.

visual effects quality
Product 1: Saros
4.9

Visual effects were a major highlight, especially the particle-heavy combat fireworks and colorful VFX.

Product 2: The Rogue Prince of Persia
2.0

Visual effects had one negative note where an effect obscured enemies and hurt readability.

voice acting
Product 1: Saros
4.7

Voice acting was widely praised, especially Rahul Kohli’s performance, with the broader cast also receiving positive notes.

Product 2: The Rogue Prince of Persia
2.2

Voice acting was a limitation in early-access impressions and story critiques, with unvoiced dialogue making characters feel flatter.

weapon balance
Product 1: Saros
4.1

Weapon balance was mostly positive for variety and viability, though some weapons or no-autohit variants frustrated reviewers.

Product 2: The Rogue Prince of Persia
4.2

Weapon balance and variety were generally positive, with distinct weapons and playstyles, though some early-access reviewers wanted more excitement.

world-building
Product 1: Saros
4.6

World-building was praised through Carcosa’s mysteries, logs, lore, and thematic environmental storytelling.

Product 2: The Rogue Prince of Persia
4.3

World-building earned positive support where optional world and character context enhanced the story.

world interactivity
Product 1: Saros
4.2

World interactivity had limited evidence, mostly around movement-reactive effects and environmental destruction.

Product 2: The Rogue Prince of Persia
4.4

World interactivity was praised when environmental hazards, parkour spaces, and combat arenas actively shaped encounters.

writing quality
Product 1: Saros
3.7

Writing quality was mixed, with praise for logs and media-literate storytelling but criticism of hollow or unclear themes.

Product 2: The Rogue Prince of Persia
2.9

Writing quality was mixed-to-weak, with praise for some concise story touches but frequent criticism of thin or underwritten material.