Between these special, secret loot finds, and just upgrading existing gear, that forms the vast majority of the looting experience. As you play you’ll discover new weapons and gear scattered throughout the world every now and then, mostly as hidden secrets, but the majority of your new loot is actually crafted from the materials boss monsters drop. Technically speaking there are no classes in Remnant, but at the start you pick one of three different archetypes that simply define your starting weapons, armor, and weapon mod. You can dodge through enemies and attacks if you time it correctly, so getting into a rhythm is super important and satisfying when you execute it well. There’s no block button, so dodge-rolling and stamina management is crucial. Swinging a heavy hammer down to smash through enemies before switching to a shotgun and blowing off heads, then dodge-rolling out of the way of a charging brute is the kind of intensity you can expect in a standard enemy encounter. Everything has a satisfying weight behind it, whether it be each of the various gun types or individual melee weapons. But that randomness makes boss encounters even more stressful and rewarding. (The developers say you’ll only see around 45% of the content in a single run.) It’s very roguelike in its progression systems, though definitely not in how it handles death – you don’t lose everything. Or, if you defeat the Ent boss in the Earth zone, he’ll drop the Quick Hands trait which improves reload speed. For example, if you kill The Unclean One boss in the Swamp zone you’ll get the Glutton trait, which increases how quickly you drink consumables with each trait point spent. Since bosses appear in randomized order during dungeons, and each one gives you a unique trait when you kill it, subsequent playthroughs can be quite different. Each of those areas is one of a great variety of pre-made hunks that are rearranged each time a world is loaded for the first time (but can be reset without losing your character’s progress by “re-rolling” a campaign), keeping things from becoming predictable even after you’ve completed the first 18-hour playthrough. Zones are small enough that you don’t really get lost, but large enough that it doesn’t just feel like a linear series of corridors. “The flow of progression from boss to boss is pretty simple: you enter a new zone, explore until you find a door to the next area or a checkpoint, go forward, fight the eventual boss, and repeat. I found myself being told where to go and what to do a lot by sparse voice acting, but I was never given much of a reason to care about anything but the basics. Gunfire Games did a good job of building out a world that feels unique with lots of fine details that are fun to uncover, but the actual post-apocalyptic story about a battle against an evil called The Root lacks personality and a driving purpose to keep things interesting on that front. Your team of three fights across randomly generated maps and slays boss monsters in the hopes of earning extremely rare loot. But its frequent difficulty spikes and underwhelming gear system rob it of the consistently “tough but fair” feeling that gives Souls games their infamous appeal.The elevator pitch for Remnant is basically Dark Souls with a heavy focus on ranged, gun-based combat, and it sticks closely to that format. Its excellent combat and high-stakes, randomized progression system gives it moments of pure blissful excitement, especially in co-op. Remnant: From The Ashes demands a lot from you while offering very little in return.
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