Returnal presents itself as a roguelike shooter set on an alien planet, and for the first several hours it functions exactly as advertised. Then the house sequences begin — first-person sections set in a 1950s American house that are structurally unlike anything else in the game.
These sequences, triggered by interacting with specific objects on the surface of Atropos, reveal that Selene’s crash landing was not accidental. The house is her childhood home. The alien ruins contain recordings of her voice. The cycle of death and rebirth she is trapped in is connected to a real-world trauma she has been suppressing.
The final house sequence, reached after defeating the final boss, reframes the entire game as a story about grief and maternal abandonment. None of this is telegraphed at the outset. Players expecting a pure action game encounter a psychological horror narrative threaded through the roguelike loop.
Housemarque encoded the narrative backwards: the mechanical loop mirrors the psychological loop Selene is trapped in. Dying and retrying is not a gameplay concession — it is the metaphor.

Found this by accident on my third run. Came here to understand what I was actually looking at. Great write-up.
Saved this article for my gaming reference folder. Essential reading for anyone serious about this game.