When I started my journey in Remnant 2 I didn’t know at all what to expect. The first adventure has completely passed under my radar, but I had contact with the titles previously produced by the hand of the Gunfire Games studio, which means the Darksiders franchise. Interestingly none of them was an experience that had a lot of gunfire mechanics. Remnant came to change that perspective and quickly became an adventure for me, quite interesting. Everything from its premise, combat, co-op aspect, art direction, and lore are quite complete and print hours of fun and exploration in search of better equipment.
The player will take on the role of a traveler who is looking for shelter, more specifically Ward 13. Our traveler is not alone, they will have to defend their friend who is infected by a virus that has been leaving its marks, hence the urgency to find shelter in order to find a cure. Set in a world reminiscent of The Last of Us, it quickly moves from exploration to action. “The Root”, a race of enemies present in Remnant: From the Ashes and thought to have been eradicated from Earth, decides to toast the player with some units. In a kind of combat tutorial to make the player get comfortable with its mechanics. After finding the camp and a series of events, the World Stone is activated and the objective becomes to travel to different worlds in order to find a group of lost people and eradicate “The Root” from the face of the Earth.
Without a doubt, one of Remnant 2’s strengths is its world design. Each area seems to have been meticulously thought out, with a lot of attention to detail and immense variety so that the player feels exactly like they are in a different area. None of this would make sense if the world wasn’t fun to explore, which it is by the way. Be it with the intention of exploring endless tunnels that culminate in antechambers with giant robotic hands, like for example in an area in N’Erud, one of the first worlds and that left my mouth watering for what would await me in other worlds. It’s quite satisfying to go out of the way to explore the map a bit as there are plenty of materials and equipment to be picked up and even mini-bosses to be defeated, along with side missions that culminate in more experience for the character or even special equipment.
Combat is another strong point of this title. It is possible, as previously mentioned, to pick up materials that make it possible to build or upgrade weapons, with different types of attack, enemies with weak points where it is necessary to have accurate aim to apply more damage, and various weapon mods that are activated after applying enough damage. Mixing in with this panoply of firearms are melee weapons. The feeling you get when launching attacks against enemies is fantastic. With the implementation of Dynamic Threat Generation, exploring the map becomes a little scary, or rewarding because it is possible to get more experience from fighting enemies. This point also makes the mini-bosses procedurally generated, that is, two players can find different mini-bosses in the same dungeon.
Speaking of mini-bosses, there is an interesting variety of encounters against stronger enemies that present themselves with a different visual level, which translates directly into different types of attacks and different types of defenses. At this level, the player will have to quickly adapt to the type of combat, or they will have to repeat these encounters a good couple of times.
Still within the combat spectrum, it is important to mention the presence of classes or, in this case, Archetypes. The player, at the beginning of their adventure, will be able to choose 1 of 5 Archetypes, each one of them with its specific Prime Perk. Naturally, as you gain more experience, you can unlock new skills. At a more advanced stage, it is even possible to choose a secondary Archetype, creating a fun Archetype customization ecosystem. Of course, I had to choose the Handler Archetype, which allows me to have a furry companion, which helps both when attacking and inflicting damage on enemies, as well as from a more defensive perspective since if the character is downed it is possible to receive a few licks of comfort and come back to life. Okay, it’s not that literal, if you have a “potion” you can use it to come back to life. The other Archetypes unfold between Medic, where its Prime Perk is essentially related to healing the party, Hunter, who specializes in dealing damage to enemy weakpoints, Gunslinger who specializes in weapons, among others.
Remnant 2 delivers an adventure, combat mechanics and a character building quite interesting, with encounters against challenging bosses, unique weapons and many but many mysteries to be unraveled.
[This review is based on a retail build of the game for Steam acquired by me]