For every sequel that manages to pull an Assassin's Creed II, there are many more that almost make it. Whether it's a result of not quite realising a project's full potential or introducing issues the original never had, these games are just as enjoyable as they are disappointing. Remnant II, a follow-up to the unexpectedly good Remnant: From the Ashes, is one of those titles. It builds upon the PS4 original with more mechanics and deeper systems, but a wider scope makes navigation and knowing what to do next more difficult than it needs to be. While Gunfire Games has an improved sequel on its hands, it's tough not to wonder what could have been.
What turns out to be both the game's biggest strength and weakness is its commitment to providing a randomised, procedurally generated FromSoftware experience with guns. Much like the first game, almost every aspect of Remnant II is determined at random. It's possible for any two players to encounter entirely different worlds and complete dissimilar objectives within them, all the while facing differing boss fights and enemies. Starting a new game essentially hands you your own campaign seed, which can be re-rolled for different variations if you're not feeling the route to completion you’ve been handed.
Procedural generation is a term that turns a lot of people off, but the way Gunfire Games handles it is admirable — to a point. You could argue Remnant II ships with multiple different campaigns at launch; replay value is certainly a strong suit of the experience. By going so far as to randomise the narrative, its characters, and all the locations the developer has built, there's potential to replay the campaign over and over again repeatedly — especially when you factor in different character classes and the builds you can craft around them.
What this randomised structure has a negative impact on, though, is the story and the user interface that ties the whole experience together. With a few returning faces from the first game, the hub area of Ward 13 and its vendors is the same for everyone, no matter how wild your campaign seed has become. From there, you'll use the World Stone to visit otherworldly places down on their luck, overrun with monsters and missions only you — or yourself and up to two friends in online co-op — can complete.
Rarely are these story beats particularly interesting, though. It doesn't take long for the narrative to fall by the wayside as you button through dull dialogue to return to the action. As such, the procedural generation of the plot doesn’t really work — no matter how many times you roll the campaign dice for an entertaining series of events — since there doesn't seem to be anything engrossing there in the first place.
However, the most frustrating element is the hands-off approach the game takes when guiding you through its randomised worlds and mechanics. The UI in general feels sorely lacking, with a map that can prove confusing and hub area notifications that seem to come and go just as reliably as the environments beyond the World Stone.
The map uses a fog-of-war-style system where only the places you've been are filled in, and then marks the general direction of your main objectives with icons above gates on the edges of each area. The annoyance comes from these objective labels being a bit finicky, not always alerting you to the fact you've gone the wrong way or are exploring an optional area. The game doesn't have the same grace as a Dark Souls where the mainline path is so naturally formed that you don't even need a map to get about, leading to time wasted when you thought you were going in the right direction.
This unintuitive approach extends to the hub area of Ward 13, where random NPCs and important vendors are treated the same — it's impossible to distinguish who's who without engaging in lengthy conversations with them. The UI could have been more helpful here also: occasionally the game will alert you to a weapon upgrade you can craft. Other times it won't. This makes returning to home base more of a chore than it needs to be; it's like you accidentally stumble into new mechanics and features rather than the game smartly introducing them when needs be.
Although, there's something to be said for the fact these flaws are almost completely forgotten about during the heat of moment-to-moment gameplay. A third-person shooter with satisfying gunplay, it has an almost addictive quality to it urging you to engage with groups of foes that don't even present a threat. The enemy lock-on feature on PS5 feels good, and the quick rate at which combatants go down makes switching between them in battle rewarding.
Structurally, you'll work towards completing objectives — which normally have a boss fight at the end — by taking down enemies, collecting items, and solving puzzles within various large-scale worlds. And while Remnant II does invite comparisons to the likes of Bloodborne, it doesn't borrow every mechanic that makes FromSoftware games what they are.
Unless they're attacking all at once, standard enemies shouldn't give you too much trouble. And if they do, you don't lose anything upon death. All your items and currencies stay with you, simply teleporting you back to the last checkpoint you interacted with — doing so respawns all the enemies you've killed.
Where the tough does get going is during boss encounters, of which some task you with more than just holding down the R2 button to bombard them with bullets. There are some pretty inventive fights to figure out within Remnant II, from bosses hiding inside other enemies to labyrinthine arenas and menaces that'll destroy the ground around you. One of the title's highlights, they're encounters to look forward to rather than fear — the sight of a glowing fog door up ahead will excite you.
Thanks to the procedural nature of the game, you're never quite sure what will be on the other side, and this provides even more fuel to experiment with the different classes on offer. Dubbed Archetypes in-game, you can pick from five to start with: Challenger, Handler, Hunter, Gunslinger, and Medic. Later on, you're able to unlock a secondary class, providing you with all the abilities and benefits of two different play styles. These choices signal just the start of your build, though, as new weapons and armour — combined with a Trait system — allow you to customise your character in a variety of ways.
Your choices really come into their own when you team up with friends for some online co-op action, where you can start to create some damage-dealing combos through different skills and synergize as a group. On PS5 at least, getting a team together is a little clunky at launch with a broken invite system and a confusing matchmaking option. However, we expect these problems will be ironed out quickly.
In addition, the PS5 version lacks any DualSense controller support. While the shooting remains satisfying throughout, it never goes a step beyond the standard rumble and trigger features — the adaptive triggers aren't taken advantage of whatsoever.
It's a slightly disappointing omission, especially given the game is only available on current-gen consoles, but the good news is the default Performance Mode basically locks to a smooth 60 frames-per-second. There are options either side that improve the visuals or unlock the frame rate entirely, but the middle-of-the-road choice seems best for a plain sailing experience.
The only kicker is Remnant II doesn't exactly sport the best visuals. Despite running on some form of Unreal Engine 5, the PS5 title looks dated compared to its peers with a lot of muddy texture work and poor-quality character models. While some environments are grand in scope and pretty to look at from a distance, the closer you get the more last-gen they become.
Conclusion
Remnant II is better than its predecessor in basically every way imaginable, but an even bigger focus on procedural generation brings with it some baggage. Navigation is more difficult than it needs to be, while the UI leaves a lot to be desired. In the heat of the action, though, Remnant II is a great, satisfying shooter that allows for lots of different team compositions through deep character customisation. Get a few friends involved for some online co-op fun and you could have yourself an all-new obsession.
Comments 30
@liamcroft nice review, i'm 50/50 on getting this, looks pretty good. Question though, is it possible to pause the game at all?
<personal reasons>
@Throb You can’t, it’s just like Dark Souls where the game is still live around you when in the menus.
No photo mode to help out like Demon's Souls?
SO NO MENTION OF THE MONUMENTAL F**K UP THAT IS THE LACK OF ANY ABILITY TO EITHER INVITE YOUR FRIENDS OR JOIN YOUR FRIENDS ON PS5, DESPITE PAYING EXTRA FOR THE PRIVILEGE OF EARLY ACCESS? COOP IS BROKEN...
Completed the first Remnant back when I had friends and it was a solid game with a fun coop experience.
I would say if anyone is on the edge of buying this and coop is something you fancy, go for it because the story was so-so in the first installment also and it didn't bother us.
Remnant 2 is a really good game.and so is remnant from the ashes.word up son
@Pixipantalon "On PS5 at least, getting a team together is a little clunky at launch with a broken invite system and a confusing matchmaking option."
I agree with almost all of this review and would mark it a little higher due to the game being an absolute joy to play. The diverse biomes really lift it above the first game's already varied worlds.
I have never got lost at all using the map, however. The map key is easy to follow and you always know which icon points to the next objective.
My biggest problem with the game, however, is the constant chatter from the player character. Every single encounter, your character will quip at the start and the end of it to signify when there is danger and when it is clear once more. When you are fighting mobs, this isn't such an issue, but when it's a series of single enemies, it gets very old, very fast.
You can sneak up on an unsuspecting enemy and shoot them in the back for an insta-kill. Even though they are dead, your character will say 'Here we go!', then about 5 seconds later 'Whew! I'm glad that's over!', every. single. time! It randomizes it somewhat, but it is really annoying and desperately needs toning down.
Otherwise, great game just needs some small tweaks to remove the headaches.
The same flaws that made me stop playing the first one are still there. That's a pass for me.
I’ve been playing this all weekend through early release and I don’t think I’d give this game a 7; It’s more like an 8 or 8.5, IMHO. Games ultimately come down to how much fun you’re having with them and, whether in co-op or solo, this one is a LOT of fun! Yes, it has a few things about it that could be improved on, but what game doesn’t?
@Pixipantalon There’s an option to join friends - it’s just very convoluted. When you’re in game, go to the world stone and when you touch it there should be an option to ‘join’ (doesn’t work on checkpoint stones). When you select ‘join’ a map will come up with a bunch of different worlds / places and as you hover over each one, you’ll be able to see which friend’s game is which and can join them through there. Hope that helps!
@katamariUK Couldn’t agree more about the player character chatter!! That DEFINITELY a needs to be toned down or given FAR more options than the few you hear over and over and over and over and over and over and over again!
Never got around to playing the first, even when it was free on plus. Was on the fence about this game. Then saw doggy class....so it became a strong consider. Then I saw yesterday there is a necro summoner class you can unlock.... bought the game. Wish me luck lol.
Is there a co-op survival mode in this one like the first game?
Guess I’ll see this on extra in 8 months.
@DETfaninATL thanks but believe me I've tried every possible "workaround" there is and have had zero success joining directly into friend's games as they just don't appear. The only time I've been able to play with friends is by both of us joining onto a random player's game but even that requires hitting the refresh button 50 times in the hope that you both find the same random player, which is complete RNG anyway. My guess is they didn't get round to sorting things out server side for Early Access launch... at least for the EU region. Most of my friends in the US haven't had any trouble finding each other's games...
I mean... You say all that about the story being a negative due to random generation of levels... But I'd argue story is never very well communicated or clarified in Souls-likes (at least the ones I've played). Part of their allure is being obtuse. At least in Remnant, the reasons for it are tied to the story.
I never felt, not once, during playthroughs of Ashen, Demon's Souls, or Elden Ring, that I objectively needed story clarification for anything whatsoever.
To hold that against this sort of game seems preeeetty absurd to me.
"disappointing visuals". Do 3rd party devs even care any more?
It seems that we are stuck in an era 5 years before.
With this type of game, as with Dark Souls really, the story is not particularly important or relevant to the game play. To me, this type of game is all about progressing in the game and beating the next boss, rather than the actual plot. Maybe that's just me, but the story is not something I am concerned by...
cant wait to play this, currently replaying the first one cuz I'm bloody poor lol.
I feel like calling these games "Dark souls with guns" does it a bit of disservice. appart from the checkpoint system and how consumables work, its pretty much nothing like the souls games.
@Fiendish-Beaver Seriously. I couldn't tell you the story of Demon's Souls if you put a gun to my head and that's considered an all timer in the genre. Since when was a cohesive story EVER stressed in the subgenre??
Glad to hear the gameplay is tight and addictive, I personally feel story is secondary on these sorts of games so not worried by that.
Looking forward to getting stuck in tomorrow!!
Precisely my thoughts, @MFTWrecks. These type of games are all about the game play. The story is almost irrelevant...
Dark Souls, I'm out.
That is a fair review 👏
Still wonder why IGN gave 9 to this. The way he's praising it in the video review was mesmerising. Same reviewer who keeps smacking other titles.
First Remnant was one my favorite games ever, and this doesn't feel any worse and it's honestly weird to see some 7/10 reviews.
First of all, these games are probably the best games I have ever played as co-op and co-op gaming is the thing I have played the most in past few years. After we played the beat the first Remnant few times, in all difficulties and even in hardcore mode, we did all the From Software Souls games together (and most also as solo) and I honestly think, as co-op, Remnant is a better experience. In all From Software games, co-op is to make the game easier (and invasions are mechanic to counter that slightly), unlike in Remnant where the game scales to the number of players and bosses are designed from co-op and not from single player perspective (often bosses in souls games become too easy as co-op, but this is definitely not true in Remnant).
The lack of hand holding, which is mentioned as "flaw" in this review, is intentional design (as in From Software games) and absolutely correct choice as it provides sense of discovery and mystery.
There are some brilliant design elements in these games, things like pacing in leveling up, finding and upgrading gear (not too frequent as in looter games, just right to keep things refreshing). It's also very rewarding to figure out combinations, optimizing builds and learning how to beat some quite difficult bosses with friends (it's fun alone too).
Both games are just brilliant and become better the more you play and are designed to be played multiple times, on multiple difficulty levels (as you cannot see and find everything in just one playthrough).
Don't sleep on these games.
I read this review and it seems like you want to say positive things about it just for the sake of appearing to be fair and balanced. The game is lacklustre at best, lets be honest about it. Remnant II offers nothing next gen to captivate its audience. It is the same old game with a few tweaks here and there. The only saving grace is the CO-OP element which is what really adds the fun factor and introduces enjoyment to the game.
“Procedurally Generated” - I’m definitely one of those people who are turned off by these words.
But I love FROMSOFT style games, pity there’s only like 1 or 2 that are actually good.
This is such a good game. It’s at least an 8. It is a sheer joy to play and one of the best games to play coop in a long long time. If you’re on the fence, stop reading reviews and just buy it. You won’t regret it.
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