Getting to experience these familiar worlds in a new light means you can be more daring with the assigned difficulty you choose or even your build type.Īs someone that feels a lot of games invitations to replay and revisit them are artificial, the approach here feels natural. When you’re more familiar with a game world, you’re more daring and experimental. ![]() The ability to return to these cleared-out worlds completely fresh, now understanding the pieces of the puzzle is incredibly welcome. Too often are quests or key items easily missed or left incomplete due to obscure requirements that aren’t immediately apparent. Games like this can be deliberately vague. ![]() I love this function and want it in more games of Remnant II’s ilk. The closest consistency you have between any given world is the giant red crystals you’ll find peppered throughout each of them, the very spot that marks a checkpoint and means of teleporting out of a given area. There’s nothing too wrong with that, but it will be something very apparent to those that prefer visual cohesiveness with their action RPG titles. What this ends up feeling like is a ‘Greatest Hits,’ set of locations not too foreign for the Souls-like genre. These environments are very cinematic and exciting compared to those found in the predecessor, but that’s also something of a double-edged sword. Selfishly, my favourite of the bunch is the Victorian-era world Losomn, which feels very much like Bloodborne‘s Yharnam, with cobblestone streets meshing with harsh underground sewers before delving even more weirdly with its ethereal binding to fantastical Fae-ruled biome. N’Erud is located on a desert planet where you’re shrouded in fog, quickly engulfed by extra-terrestrial and robotic threats. The dying forests of Yaesha are home to ancient courts that give way to involved temples and the occasional clearings. It’s clear the budget has expanded tenfold for the follow-up, however, and it pays off in creating some incredibly memorable and picturesque environments. While the first game was by no means an unattractive game visually, you could see some of the rough edges that came with its procedurally generated areas. It’s a very threadbare plot, but it doesn’t matter: Remnant II’s focus is spectacle and spectacle is what it does best. You’re tasked with tackling the great big bad of each world, gathering the precious material that they hold. These characters aren’t necessarily all that intriguing and can largely be ignored. You and up to two other players take refuge at Ward 13, your hub that is used to chat with locals, collect quests and upgrade gear. ![]() Remnant II has a post-apocalyptic setting that soon becomes something of a multiverse affair, seeing players visit different realms and realities in the hopes of triumphing through incredibly domineering bosses and various lower-scale assailants. That is simply because, like its predecessor, this continuation is bloody good and a must play. There’s a good reason that this is one of the only Soulslikes to get a sequel. Transcending this entirely is Remnant II, the follow-up to the wonderful 2019’s Remnant: From the Ashes. Few become more than one-off attempts or pale imitations. Kicking on for some time, we’ve now seen dozens upon dozens of games taking inspiration from the likes of FromSoftware games, or we’ve even seen downright copycats. ![]() You don’t need me to tell you how monolithic the Souls or even Souls-like genre is now.
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