Remnant: From The Ashes Short analysis

Today we will do another short review as we always do, but first, I will ask you to access the other blog that was created in an app, follow it and for those who have never seen it, download the app and access the blog.

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And it was somewhat with this obvious prejudice and fear that the opportunity arose to review Remnant: From the Ashes, a game developed by Gunfire Games and distributed by Chinese company Perfect World Entertainment, a team that, until it was acquired by THQ Nordic in 2019, had as its best-known game Darksiders III. In addition to not being in the hands of a major studio (at least in terms of market recognition), the game had very modest marketing, being more publicized a few months before its release, which further amplified the idea of it being a gun-toting version of Dark Souls, and that would not be a good thing.

Remnant: From the Ashes is basically a third-person shooter with RPG elements, with: healing items similar to those in the Souls franchise (including the equivalent of the Estus Flask); special abilities; a wide variety of weapons; creation of items with materials obtained from bosses (which we find during exploration and during the evolution of our character); and a good diversity of enemies waiting to be defeated. But, these elements are only an inspiration for the game to create its own identity.

After a few events, the player must choose between three classes: Hunter (a class more focused on long distance combat); Ex-Cultist (class focused on middle distance combat); and Survivor (class focused on short distance combat). By choosing a class, the player will not be limited to this combat system, and it is possible early on to collect scrap metal (the game currency) and buy at least one weapon from another class, each of which will have a main weapon, a secondary weapon, and a melee weapon.

The real difference between these classes lies in the "features". Remnant: From the Ashes drops the classic character evolutions based on attributes such as Strength, Stamina, or Dexterity. Instead, we have "traits" which are basically passive abilities that offer different kinds of benefits, and which are evolved with "Trait Points" - the equivalent of experience in other role-playing games.

Something worth mentioning is that only enemies reappear in that location: all items and ammunition that have already been picked up do not reappear. At this point I can guarantee that in Remnant the difference between surviving and dying will often be precisely in the amount of ammunition you have at your disposal, since there is no abundant ammunition drop and players will not find ammunition boxes very often either.

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