Impressions: Remnant from the Ashes

Remnant from the Ashes is a game I discovered completely by accident when watching YouTube. I had heard nothing about this game before watching this random video, but I was intrigued by what I saw.

A post-apocalyptic third-person shooter, which involved online co-op and dodging attacks thrown at the players by Dark Souls-esque enemies.

I had to give it a go.

Fresh off playing Star Wars Jedi: Fallen Order, I was feeling hesitant to try a game I had heard so little about. I needed some tried and tested quality in the games I was playing, but I took a chance on picking up Remnant from the Ashes in the PlayStation Summer Sale.

This was a satisfying purchase.

You play a human fighting across a post-apocalyptic Earth, taken over by the plant-based horde of the Root, bringing guns to what would typically be a sword and shield affair in any other entry to the Souls-like Action RPG genre.

The world you explore is pseudo-randomised, with different dungeon layouts being generated each play-through, and randomised bosses and events filling these worlds, leaving the player with a unique feeling campaign, add giving players to ability explore uniquely rolled layouts that other players have discovered in co-op play. It is a neat feature, and also leads to a replayable game experience.

But all of these features are mere gimmicks without a solid core gameplay to build these features into.

Thankfully Remnant from the Ashes delivers on this gameplay, with some crazy gun-shooting, quick-rolling, fast-moving gunplay which keeps you on your toes in a fun and high pressure way.

The game feels fluid and weighty, the random generation is nice, although the random boss generation can lead to some difficult fights. My first boss was an enemy that spawned explosions on you every 3 seconds. It was overwhelming and I had to go online to find out how to beat him because I was struggling significantly with the encounter.

Once I saw that you had to just keep running the battle thankfully opened up and I beat him on my second attempt after watching the video.

You dodge-roll out of the way of enemy projectiles, you can melee enemies that get too close, you have to control your space, and you face more horde-type enemies than you get in Dark-souls, but it feels perfectly balanced for the gun-play focus of the game.

The game world is well realised, if not a little bland. I am currently exploring a ruined city and it is…a ruined city. Not particularly exciting, but I am aware that you explore different locales as the game progresses I am not able to comment on how well these other locations are realised at this time.

In cut scenes the game looks pretty ugly; character models have clearly been designed for being looked at from a distance, and they look plastic and awkward up close.

Thankfully in general gameplay everything looks fine. It is not pushing any bounds in graphic fidelity or beauty, but that hardly matters when the core gameplay is so solid and fun to play.

This game feels like the anti-thesis to Star Wars Jedi: Fallen Order; not the prettiest game, but it has a solid, tightly tuned combat system creates a fun, fluid experience that is a fun twist on the action RPG genre.

I am excited to play more of this game which at this stage I would categorise as a diamond in the rough.

Author: Aaron Surnaym

Writer, Artist and occasional Dungeon Master.

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