Remnant 2 - From Ashes to Stuff

CriticalGaming

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We've all come to understand that most Souls-like games are little more than poorly made imitations of the tried and true FromSoft formula. A game dev comes along and tries to make their own Dark Souls game and what they end up with is Lord's of the Fallen, Gilson B Pontis games. Usually when someone tries to copy Dark Souls, the most successful and best games that come out of this are games that take the Souls idea and put it into a different type of game. Games like Dead Souls, Salt and Sanctuary, Nioh, etc. They always end up being something more than just Souls rip-offs.

Remnant From Ashes was one such game that took the Souls idea and combined it with a 3rd person shooter-looter game. While Remnant 1 was very well received, I fucking hated it. It was a game that was trying to be a souls game, a rogue-like, a borderlands-em-up, all wrapped up into a package that didn't make any fucking sense to me. Top that off with being incredibly imbalanced from a gameplay perspective. The game swarms you with enemies, but forces you to deal with them with fairly low pools of ammo, and a stamina bar and burns quickly when trying to avoid 17 different attacks at once. Add to that boss design that expects you to have eyes on the back of your literally head and you have a game that is frustratingly terrible in my opinion.

But for some reason people really liked it, and here we are with a sequel that is most more of the same.

I do like Remnant 2 better than the first game but i still don't think it's a good game based upon it's sheer gameplay design. Constantly getting swarmed with enemies, very low pools of ammo, with rather low damage output, all of this makes for more of a frustrating experience that makes you feel lucky for winning rather than "getting gud".

So the main thing about the game is that it has a very sideways mindset in regards to loot. Much like Souls games, items for the most part aren't strictly better or worse than each other, only different. So your guns never feel more powerful as you get new ones and in fact your better off just leveling the guns you like as opposed to trying to find "the best" weapons. Just like using a broadsword isn't any better or worse than using a Halberd in a Souls games. They both work perfectly fine and it's about how they feel to play. So that same system works for the most part here.

What Remnant 2 does differently is that it offers a lot more gear and modification abilities. Armor sets are mostly fashion, but the main gear is jewelery which offer different build options. You get one amulet and 4 rings to wear that will provide you various effects. However the roguelike nature of the game creeps in as RNG for what items you'll find in the world. Maybe you'll find a bunch of explosive damage rings, or maybe you'll find rings that provide bonuses when you have a barrier active, or in my case I found a bunch of rings that gave me life barriers under certain conditions like taking a big hit, reloading, etc. So I was barriered out for my run.

The problem with RNG loot in an extremely difficult world is that you can get gear that offers you no help. My friend got a bunch of rings that gave him bonuses while he had a barrier active, however he had no ways to give himself a barrier which meant his rings did nothing at all. So RNG can fuck you, which is terrible game design because Remnant isn't a true rogue-like system. When you die, the run doesn't reset completely the way something like Rogue Legacy does. No this is a souls game remember so you die, you go back to a checkpoint and all the shit respawns. So if the RNG gives you useless shit, you are completely stuck with it until you eventually push past the difficulty to new areas with new items in the hopes you get something good, or you just delete your character and make a new character to refresh the run entirely.

Both Remnant games try to be a lot of different games mashed together, but the combination doesn't work full stop. There needed to be a better adjustment to these systems to compensate for all the other systems. Like the difficulty is fine, but only if the player can reliably gain power through new weapons and items. The RNG of the loot is fine if it continuously comes at the player after death. But none of that shit happens, so what you actually have is a mess of systems that all seem to fight each other rather than come together to make something enjoyable to play.

However people love this game too and I don't get it. So fuck if I know what to do with this review.
 
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meiam

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I haven't played remnant 2, but I though 1 was actually pretty easy outside of that one weird mechanic where boss would spawn in your world and chase you. Otherwise it's very much like a soul game, except you have guns and most enemy don't, just back track a bit and you could usually just shoot them down as they came closer to you. The only real issue I had with gameplay was that some of the beefier enemy were on the damage sponge side, they weren't hard to deal with, they just took a long time and that made things stale. I don't really remember ammo being particularly hard to come by, you had to use both your main and side arm so if you only used one you'd go out of ammo fast, but otherwise there was a pretty supply of them, and if you ever were low you just had to break some pots or w/e in the world.

Part of the difference is probably because I never use parry in soul game, and avoid using dodge i-frame as much as possible. But remnant being more range focus doesn't really have parry mechanic and dodge is more about keeping a good distance between you and the enemy rather than rolling straight into their attack but with the right timing so they just phase trough your character. So I didn't have any problem adapting.

The randomnest didn't really bother me either, only thing that annoyed me was repeating the world a few time so the right boss would spawn so I could get the weapon I wanted. Otherwise most of the strength came from leveling up skill rather than gear. I also really dislike random gear a la borderland, so I much prefer every gear you obtain being potentially useful, in most loot-plosion game I don't even bother looking at gear until I reach level cap since you know anything you get is going to be useless in a one hour playtime, you can just grab whatever has the highest i-level and move on. But the variety of gun in remnant was pretty strong, although most of the fun one came from taking out boss rather than found in the world naturally.

To me the major misstep of 1 was the randomness of the story, it started as post apocalypse, but that was quickly thrown away for stargate esque setting where you just go to unconnected world. Soul game have very strong world building, but Remnant had essentially none because of this. Also the exploration wasn't very interesting because world were randomly generated, no cool backtracking or fun way to traverse level, just move in a straight line.
 

sXeth

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Haven't played #2, because of its baffling (in 2023) decision not to have cross-play. And most of my usual playgroup migrated off my platform (and one passed away). So I only get the secondhand experience.

The setting I'm alright with, its a bit of a loose mishmash of The Dark Tower and Stargate. Both of which were stronger conceptually then the actual stories they turned out. So the game being similarly kind of weak would almost be expected.

I do know that yeah, while the mechanics are solid. And I appreciate the expanded mechanics being more of a thing that direct "numbers get bigger" upgrades (though those also exist, and it has all the usual problems of Souls games where you won't end up using the cool late game things until an NG+ because you already upgraded the early ones).

RNG is definitely, kind of hurting it though if you go in with any attempt to build a specific class or character. I dunno if #2 added any kind of respec either. But you can easily be missing key components (and won't even have an idea without external sources like a wiki) to make something gel without reloading worlds several to a dozen times over to get a particular boss or event spawn.
 
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Elijin

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In what fucking world are either remnant games looter shooters, or bare any similarities to borderlands beyond that you shoot guns?

If you feel like the encounters are luck based rather then skill, to be blunt.... get good. I hate that notion, but the game does really well with design elements and audio cues to give the player a feel for combat and there surroundings. If you arent getting it, it seems like a you issue.

The loot isnt rng either, certain items drop on certain tilesets.

One of the games main features is reroll and adventure mode. Where you reset the world, but not your character. So if you're stuck...reroll. None of this "if you're stuck and you didnt get the right items, it's new character time."

Fuck your reviews remain infuriating due to your approach of deciding you know better to the point of ignoring mechanics
 
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CriticalGaming

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The loot isnt rng either, certain items drop on certain tilesets.
That only applies to the dungeons specifically. All open world loot is random.

If you feel like the encounters are luck based rather then skill, to be blunt.... get good.
I mean yes skill issue, but also a bad design issue. The encounter design doesn't work with the core gameplay design. This isn't as bad in R2 but R1 was a fucking mess. The first boss is just a big dude, but he spawns 4 exploders every so often, which wouldn't exactly be an issue if the sound design wasn't overwhelming. Between the bosses roars, your gun, the big metal mace he drags on the ground, it isn't really reasonable to "hear" the exploder behind you and react in time, especially when you might be looking at two or more exploders in front of you so you'd have no reason to think another is behind you.

There is a reason why exploders don't return in the second game.

One of the games main features is reroll and adventure mode.
Adventure mode isn't the campaign. If there is a reroll feature for your current world set up then I haven't seen it. Is it an unlock that happens later? Oh it's in world settings which I assumed was changing the difficult since there are 3 difficulty modes from the jump. Looking into reroll to educate myself on mechanics, rerolling only serves a purpose if you KNOW what you are looking for since it'll reroll dungeons and tileset for you. How would that benefit a new player unfamiliar with the game or the loot potential available? Oh it wouldn't unless you wiki'ed it or read a guide. Which is uh....oh bad game design.

Fuck your reviews remain infuriating due to your approach of deciding you know better to the point of ignoring mechanics
My reviews are impressions going fresh into a game, I am not meant to know the mechanics nor am I meant to do a bunch of research on the game before writing these. I give my impressions and thoughts on a game as it is presented to me. From there it's fine to say things like, "Hey actually if you do this, then you wouldn't have X problem." or "I didn't see that problem, this is what I did to pass that thing."

Instead you get butthurt because I'm not liking a game you like? Are you one of those people who sends threats to developers on X too?

Keep in mind I played with a friend who was a fan of both games and had already beaten R2 several times. He was playing the game with me on an advanced unlocked class and we were plowing throw the game. Which further reenforced how the game is clearly not meant to be handled solo as having a partner helped greatly in dealing with swarms and overwhelming numbers of enemies. Though even then there were points where he said it was ridiculous.

A great mind once said, "A great game must be able to stand up on it's single player experience." I think he makes videos for this site actually.
 
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Elijin

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Loot isnt rng. There is a pool of items for each tileset, open world included.

The audio design on both games is regularly praised, to the point where high skill players can dodge off screen attacks purely from sound cues.

I could give a flying fuck about what you do or don't enjoy, it annoys me when you make openly incorrect assertions because you couldn't be bothered checking something. I could post dozens of solo plays here, I could stream the game live if you like. You're mistaking you being not good, as bad game design
 

BrawlMan

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Leave those mook introduction cutscenes alone! They have their own style! Not everyone can pull a Bayonetta or DMC, but it's there for an important reason it's to let you know when shit is about to get serious, or something hilarious about to happen.
 

CriticalGaming

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Beat the game, then fucked around with adventure mode on the hardest difficulty.

I will say the game is better than the first one by a pretty good degree, mostly because the encounter design is much better and not blatantly unfair for no reason. But furthermore on top of that, Remnant 2 handles loot better by sheer fact of making things a bit more interesting. The guns do different things (cube gun is the best gun in the game btw) and the rings allow you to focus on some sort of playstyle though it's still really minor.

I think the biggest issue remains in that the overall forward progression of your character never feels like it goes anywhere. And in a game where they expect you to play through several times on ever increasing difficulties, you'd think there would be more of an upward push. But what push you have in terms of character growth via levels, gear, and guns never really seems to feel much different than the very beginning of the game. The numbers get a little higher, but they don't seem to make much of a difference in how you handle the fights. You do more damage, so the monsters have more health and hit harder, and it just washes out the growth.

So it's just alright, it's fine. I don't like the RNG nature of the design especially when it doesn't really make a difference in the difficulty or fight mechanics. And it's also not RNG enough to warrant the number of playthroughs I think they expect out of you. But it's fine.