It's decent and might have been more fun in co-op with friends, but I played most of it by myself aside from a few areas with some random players.

Combat is definitely the best thing about it. All the guns and melee weapons have weight behind them and just feel very enjoyable to use, you also get weapon mods which give your guns different special abilities. I also did like how the melee is not a dedicated weapon you switch to and just a button you press instead making it mostly a secondary and keeping your primary focus on your guns which will usually be a hand gun and a rifle. Stamina management is mandatory due to having no block and only being able to dodge roll, so timing is everything.

The Trait system was an interesting take on leveling and character progression. You basically unlock a new "Trait" every time you do something enough times like if you get enough headshots for example you'll unlock a Trait that lets you deal more damage for headshots and every time you get enough experience points to level up you'll get a Trait point which you can then use to increase the level of any of your Traits. You also get a new Trait every time you beat a boss for the first time.

Level design is all procedurally generated and therefore bland and generic, but I guess it gives replayability for some people since no two playthroughs are the same. I personally hate procedurally generated levels 9 out of 10 times I play a game with them in it and Remnant is no exception. Which brings me to my next point...

Due to the procedurally generated levels, exploration is honestly, simply put...Horrible and not rewarding. So many dead ends and it just feels like a waste of time especially when you do find loot and it's generally just supplies you could've just easily bought in the hub world instead. For a "looter shooter" you rarely come across weapons or loot of value, you might occasionally find a new accessory to equip or a Tome of Knowledge (Gives a Trait point) but they're so few and far between it never feels worth it going off the beaten path to explore.

Bosses - I like the general concept and design of a lot of the bosses, what I DON'T like is how every boss is both 1 singular giant enemy and a horde mode of waves of smaller enemies. It's extremely easy to be overrun by the smaller enemies, especially playing by yourself and just feels super cheap and artificially difficult. Also the fact that each area of the map has a few bosses that are randomized is annoying too. You could playthrough the entire game multiple times without ever facing all the bosses since it's just RNG and luck based on which ones you'll face. There's only a couple that are mandatory and will appear in all playthroughs

Story and lore were nothing to write home about, typical post apocalyptic stuff with a bit of Lovecraftian "Man finds gateway to another world and sets loose extra-dimensional beings upon earth" added for extra measure. The creature design was pretty cool though.

All in all where it lacked in story, lore and world, the game excelled in combat (which is the most important thing in Souls-likes after all) but repetitive boss design, bland level design and no real reward for exploration holds Remnant back from being truly great and made it feel like a slog at times to keep playing. Would only recommend if you want a good co-op game or feel the need to play every single Souls-like because you have an addiction like me.

Reviewed on Apr 03, 2021


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