Can that Darksiders III was not up to our expectations, but Gunfire Games has returned to the load and how! Remnant: From the Ashes, your new RPG action game, not only raises the bar of the studio, but is also one of the best surprises that 2019 is leaving us. Find out with us what makes it so special.
No secret Dark Souls is one of the most influential games of the last decade
I bet you’re able to remember some recent game that mimics his scenario design and enemies, life and death mechanics, multiplayer, or even his narrative cryptic. So, first of all, we could say that Remnant: From the Ashes is “Dark Souls made shooter” and stay so panchos. We would not go very wrong: we have equivalent bonfires and bottles of Estus, we have fog walls, NPC of Grey morals and many things of the sort, but it is enough to spend a few hours to realize that in reality it is more than that.
Not content with borrowing a little bit from here and a pinch from there, Remnant From the Ashes manages to make something familiar, but at the same time feels fresh, original and addictive on its own merits. Gunfire Games away from the many clumsy incursions of the productions double in the genre of the ‘souls-like’, giving the nail on the head with a delicious blend of shooter and action RPG game that, without inventing the wheel, we offers a dynamic, very solid and with a universe to the height of the expectations. The end result? It is very likely that not only will we complete the campaign, but we will not even shake hands when it comes to wiping it out a few more times in search of new material.
A world to discover and rediscover
Remnant: From the Ashes is based on the premise of giving us a world we want to explore more than once. To achieve this, he has several cards up his sleeve, but the key to everything lies in the procedural generation of the campaign. That is, every time we start a game, the world of the game will be generated with random variations of maps, bosses, spoils, characters and events, although all these elements are pre-designed carefully and the story is the same regardless of how the world we have to play looks.
On paper it may sound weird, but the truth is it works really well. In fact, it is something that more or less already exists in many board games that construct their scenarios from interchangeable cells and arranged randomly or semi-randomly. The idea is to provide an alternative to the classic NG+ mode, which is limited to making us relive the campaign with little or no variation from our previous world-tracker.com here you can play again with a higher mode of difficulty, but one of the main attractions of that experience is to discover something you would not have seen last time: “I see that in this game I can get the monkey key, so I will get the assault rifle +3 that I missed in the previous game”;”the other day I gave the Guardian’s heart to the King of Rhom, this time I will give it to the Queen of Corsus to see what happens”.
We have environments for time: from a post-apocalyptic land to the lush jungle and the ziggurats of Yaesha, passing through the heretical desert of Rhom and the poisonous Marsh of Corsus. Each of them has its own artistic direction, history, characters, enemies, spoils, secrets and bosses, although logically we will not be able to know absolutely everyone in a single game. What we like most about this issue is the variety of scenarios and how different they feel from each other. For example, in Rhom we find a gorge full of narrow bridges and small houses that will force us to take out our shotgun, but it also opens up in a huge desert dotted with huts here and there, and between the sand bathed by the light of its Black Sun There is also a huge, dark underground dungeon, The Citadel, full of otherworldly technology and huge constructs.