Without diving into spoiler territory, the story we've experienced up until this point has us hungry for more. There are distinct narrative branches – each with their own question marks – to push the player forward, and they've done so compellingly. Most of the storytelling in the early hours is environmental, with players finding data logs and other narrative elements scattered around the world. There's still the occasional cutscene, but they're usually brief.
As fans have seen in
Returnal's gameplay trailers, the world changes with each death, sending (or "returning") Selene back to her crash-landed ship with each failed attempt to complete an objective. Other roguelike games use this same method, with
Hades being one of the more recent examples, but Housemarque is setting it up as an integral part of the overarching narrative.