Rest: De The Ashes was a delicious surprise. When I first saw the game I was intrigued, but the intrigue often leads to disappointment.
Fortunately, that's not the case with Remnant: From The Ashes. While the 60-strong team, and what we can assume is not a Triple-A budget, means that some aspects of the tweaking could benefit the game, it's clear the developers are focusing on what they see as more important aspects. Did it pay off? Absolutely.
Good things with a spin
People are crazy about this type of comparison, but the Soulsborne games featured in Remnant: From The Ashes are obviously inspired. There's the Heart of the Dragon which acts as an Estus vial, anti-fog walls to mark boss fights, crystalline checkpoints that you can use to teleport around the world and not only reset your health and your skills. ammunition, but also enemies in an area. Honestly, these are some of the best things about Soulsborne games. It is therefore important to integrate them into Remnant: From The Ashes. Mainly because the comparisons pretty much end there.
Combat is a mix of melee and melee, boss encounters usually have their own twists and turns, the procedural generation of the world gives its own meaning to exploration, and the world itself is the most modern take on one. post-apocalypse similar to that of the Soulsborne series. never dared to.
Games like this live or die by their combat, and the combat in Remnant is excellent. Games like this should never feel unfair, and I think Remnant works very well in that line. The shooting and melee combat are crisp, and the fact that the game lacks hip-fire is inspired. The constant need to think about how you want your next move to spell combat seems frantic but manageable.
If I use my hunter pistol to drop an enemy, then get closer to another enemy, then roll and reload, fire melee again, my reward is the space needed to reload some stamina and make the next group of decisions. Fighting is often a survival factor for your ability to think fast and plan for the short term, which is very rewarding. There's a nice skill cap here and enough punishment to keep you on your toes without feeling cruel.
Even dying is less of a pain than you might think. You won't lose what you have already found like crafting resources or Scrap the in-game currency you are reset to your last checkpoint. When playing with friends, you can use your heart-shaped heart to resurrect, only when everyone is running out of charges.
While the initial part of the game doesn't inspire you, as you weave your way through enemies for a while, diving deeper into the game brings all kinds of new challenges. Enemy types mingle and a variety of attacks will present themselves to you. The combat is also lively, taking the time to reload a weapon, knowing that the game is polished enough to allow you to dodge that spear at the last possible minute, which leads to a beefed-up playstyle. You can take risks and the game will not make you lose the magic of laggy.
These varied graves that we dig
While the opening areas don't feel really inspired, breaking them up opens up new horizons for you to explore. Sunny deserts, murderous swamps, dark passages to extravagant labyrinths, there is plenty of variety here to kill any boredom possible.
The variety of weapons is fun too. The weapons will all have different effects that inspire different styles of play. The Sporebloom is a vicious shotgun that can also cause poisonous gas blasts, interrupting entire areas of combat. Something like repulsors unleashes a large amount of damage, focusing on a tight kill ray if the trigger is held down.
Mods bring a welcome touch of variety to your load-outs, even if you only want to use specific weapons that are right for you. They can be applied to either of your weapons and will be taken to court if you inflict old-fashioned death and destruction. When fully charged, they can be used for a variety of effects, from healing to sight to improving sight to enemies. Armor can be collected and all offer multiple benefits, and trinkets can be used to complete your build at your leisure.
Traits are acquired throughout the game, which essentially allows you to increase different buffs. You can go for more health or stamina, or maybe you want to take less damage from ranged opponents. There are certain traits that can only be obtained through specific encounters, and what makes it really fun is that there are no guarantees in this game.
Your game world is randomly generated at the start of each game. So while the outside world will be a constant, the dungeons, encounters, and placement of items inside will vary. This keeps your second game in the game from feeling the same and brings a welcome mystery when you talk to friends who are also playing while you argue over who has got the best loot so far.
The writing is surprisingly solid and in some places very impactful. While dialogue between NPCs isn't always the most powerful, flavor text is hidden around the world and attached to items, which often has a huge impact. This world may be dead, but it once had a beating heart, and the acts involved in stopping that beating still resonate.
The game worked great for me for the most part. There were one or two areas where I would lose a few frames, but never enough to really notice if I wasn't running a frame counter at the same time. However, I have had a few drops for about 25 hours of play so far. One of them was particularly nasty, while the second was the game that decided that my GPU's 6G GPAM wasn't enough to handle everything that was needed at the time. Overall though, I have to say that everything went well. I can't tell you how the game will perform on PS4 or Xbox One, however.
Remnant: From The Ashes is an entertaining, co-op, or single-player game that provides you with demanding but fair gameplay, as well as an exciting and fun world to explore. While some inspirations are obvious, Gunfire Games has risen above them to provide us with a game that I have no problem saying is better than it should be. I mean in the best way, Remnant: From The Ashes was a pleasure to play.
I had so much fun with this project that I hope it's the start of a series. Success will allow us to secure the budget that will allow a group of talented developers to truly shine, without any compromise in the execution of their vision. . If you've been interested in Remnant, but feel like opting out of participating, I invite you to do so. Gather friends and venture out into the world and find out what you will find. You will be surprised at how much fun this all is.