Remnant: From the Ashes

At The PC Gaming Show today, show sponsor Perfect World showed off a new trailer for Remnant: From the Ashes, a third-person survival shooter from Gunfire Games.

Basically, the world is screwed—the apocalypse happened, as it is wont to do in games—and everything is overrun by monsters. It's up to you and up to two co-op partners to wipe them out. Watch the trailer above, and see the entire segment from the PC Gaming Show below.

The devs are clearly going for a Souls feel, with giant, grotesque bosses that lay down big attacks for players to dodge. While Remnant can be played solo, Gunfire recommends playing co-op to "increase your chances of survival." Fair enough. In the trailer above, one enemy easily grabs a player with horrible hook hands and raises them like an animal to be slaughtered. Having friends to help is probably a good idea.

Below: Our backstage interview with the developers of Remnant: From the Ashes.

At the show, Gunfire games CEO David Adams talked a bit about the procedural generation in Remnant. "One of the coolest features of the game is the dynamic generation system," said Adams. "We generate the map, the enemies, the quests, the NPCs, bosses, everything.

"It's all hand scripted but the system takes all the pieces and stitches them together."

Remnant: From the Ashes will release on August 20, and Adams announced at the PC Gaming Show today that those who pre-order will get early, "VIP" access on August 16. You can learn more on the official site.

Quake II - contact@rockpapershotgun.com (Katharine Castle)

With the arrival of Nvidia’s new GTX ray tracing driver, the number of graphics cards that can now take advantage of the tech giant’s fancy new lighting tech has grown exponentially. In addition to the four new [cms-block] cards, everyone with a 6GB GTX 1060 and up can now get a taste of that ray tracing magic. Sort of.

Alas, the number of confirmed ray tracing games is still pretty small. There have been a couple of new, notable additions to the list in recent months, including Vampire: The Masquerade – Bloodlines 2 and Wolfenstein: Youngblood, but even now the number of games you can find it in right now> can be counted on a single hand. The same goes for Nvidia’s performance-boosting DLSS tech, which is still only available on the RTX 2060, RTX 2070, RTX 2080 and RTX 2080 Ti. So I thought I’d do the hard work for you and put everything in a nice, big list, detailing every confirmed ray tracing and DLSS game we know about so far.

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Remnant: From the Ashes - PWE Community


Today we’re bringing you another deep dive into more core system mechanics for REMNANT: From the Ashes! Last time we talked about Moving, Attacking, & Dying and how those systems lay the groundwork for the flow of combat. Now that you know how to navigate the post-apocalypse (or die trying) let’s discuss the bones of how crafting and character progression works in REMNANT.

Due to the heavy replayability of REMNANT, the game difficulty scales to match your progress. Over time, enemy health and damage output rise to astronomical levels which can only be dealt with through the systems detailed below.

Ben "tragic" Cureton, Principal Designer at Gunfire, is here with more developer commentary on upgrading, crafting, and Firearm Mods!


UPGRADING
While exploring the world in REMNANT, you will find and loot valuable scrap that can be spent at vendors in Ward 13 - your home base of operations. Scrap and other items you find on your adventures are useful for purchasing consumables, upgrading gear, crafting weapons, and more. Enemy threats you eliminate along the way will have a chance to drop scrap and sometimes they will even drop rare upgrade materials. The more difficult the enemy, the more valuable (and rare!) the resources.



When you’ve gathered enough resources, you can head back to Ward 13 and talk to the upgrade vendor. Upgrading weapons will increase the damage of the weapon, and upgrading armor will reduce the damage you take while wearing that armor. Not only will they trade you upgrade services for resources, they may also have new items available - so it’s important to check back once in a while!



If your weapons are too low level, damage against higher-level monsters will be drastically reduced. It’s imperative to keep your weapons up to par or encounters will become extremely hard to survive. In fact, you may get into situations where you constantly run out of ammo because you simply can’t do enough damage. Armor works similarly. If your armor level is too far below the enemy level, even the lowliest Root Hollow will shred your health before you can react.

The smallest threat becomes a danger if you fail to maintain your gear level. Don’t make that mistake!


CRAFTING
If your current weapons aren’t hitting the mark, or you just want to try something new, crafting will give you fresh alternatives. Functionally, crafting weapons is comparable to upgrading weapons; the only real difference is you are making something new from scratch. Collect enough materials and head back to Ward 13 to talk to the smith. If you bring super rare materials, the stuff only obtained through boss kills, the smith will be able to craft the most sought-after boss weapons. These weapons, both melee and firearms, come with special effects that may just turn the tides of the most challenging battles!




FIREARM MODS
Not only will you find a variety of weapons to suit your playstyle, each firearm can be customized by slotting in special augment items called Mods. Mods can be attained in a few ways: some are purchased, some are found in the world, and some are crafted. In addition, each starting archetype comes with a Mod for free - Hunters start with Hunter's Mark, Ex-Cultists have Mender's Aura, and Scrappers get Hotshot - two of which you can see in the gif above! They provide a myriad of effects, from healing, to explosive shots, to even allowing you to see through walls or summoning a temporary monster to assist you.



Once slotted, Mod Power is built through dealing damage with the firearm it is attached to. Some Mods only have 1 charge while others can store multiple charges. Once powered up, the player can activate the Mod and unleash the special effect! You can swap Mods whenever you please, but doing so does reset your Mod Power. Finding a good combination of Mods to compliment your weapon and armor choices is key to making a well-rounded loadout.


Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!
Remnant: From the Ashes - PWE Community


Today we’re excited to finally dive into some of the ground-level core system mechanics for REMNANT: From the Ashes. Over the past few months, we’ve shown some combat videos of amazing gameplay footage from our test builds, but until now we haven’t detailed how the game will actually control and feel when you get your hands on it on August 20, 2019. In this blog, we aim to remedy this by giving you a window into our designs on moving, attacking, and dying in REMNANT. The game is still a work in progress, so please understand that everything below is subject to change. Those of you who have played our demo at Gamescom, PAX West, TwitchCon, or GDC have given us a lot of great comments about the fluid, deliberate feel of combat, so we hope you appreciate this written preview.

We spoke with Mike Maza, Principe Designer at Gunfire Games, about these systems and here’s what he had to say!


MOVING
Let’s begin with the most fundamental system of a 3rd-person shooter - movement. Successfully navigating the monster-laden worlds of REMNANT will be an essential part of your survival. Before we jump into the details, check out the image below for a look at our current control sheet (subject to change):


Click the image above to see a larger version.

Avoiding enemy attacks is critical to achieving victory against the nightmarish creatures of REMNANT; thus we’ve included the ability to sprint. You can toggle between a jog and a full sprint by pressing down on the controller’s Left Thumbstick or Left-Shift on the keyboard to move at full speed. There will be plenty of moments where you’ll want to quickly move between cover, catch up with your friends, or escape from a pursuing foe.

Sprinting is not the only movement option in REMNANT. Each player has a few base ancillary movement tricks at their disposal. You can vault over low obstacles seamlessly from either a jog or a sprint simply by pressing the controller’s A-button or the keyboard’s Spacebar as you approach an obstacle. You will vault or roll over the object without losing momentum. Additionally, you can perform a powerslide by pressing the controller’s B-button or the keyboard’s LEFT-Ctrl key while sprinting. This is a useful tactic for sliding into cover – in fact, with careful timing you can break into a sprint, slide behind cover and then, in one seamless motion, roll over that obstacle and continue running!




Dodging is also simple in REMNANT – you can perform a dodge roll in the direction of movement by pressing the A-button on the controller or the Spacebar on keyboard. Pressing either the A-button or Spacebar without moving will cause you to perform a quick backstep; useful when your character is caught flat-footed enjoying the view and sniffing daisies. However, simply knowing how to dodge is only half the equation – the player has to become adept at reading an enemy’s attack cues… watch for those telltale signs that your foe is about to attack. Your dodge will change based on your equipment and encumbrance as well. Timing a perfect dodge is a critical defensive skill in REMNANT… mastering it is key to surviving a fight.




ATTACKING
There will be plenty of monsters for you and your friends to slay in REMNANT, so we wanted to touch on combat a bit before revealing more extensive details in the future. Swinging a melee weapon or firing a gun in REMNANT is a little different than you may be used to. Performing a melee attack is easy – simply press the controller’s Right Trigger or the Left Mouse button to swing your melee weapon. Guns, however, can only be fired while the character is in aim mode which is accomplished by holding down the controller’s Left Trigger button or the Right Mouse Button. Pressing the controller’s Right Trigger or the Left Mouse Button while in that mode will fire your weapon. The controls may take a short while to get used to but, once you get the hang of it, you’ll find that it’s effortless to switch between shooting and swinging!

Standing still or, better yet, crouching will be your most stable positions while shooting. Although your character will be limited to a deliberate walk while in Aim Mode, any movement will affect your weapon accuracy and shot spread. The reticule will change to reflect that - the spread growing wider as you move and change directions. Try to use restraint if you have a tendency to lean on the trigger. Remember, short, controlled bursts win fights… and conserves ammo to boot!





DYING
Death is inevitable in REMNANT. Expect to die (and die often at first) – it’s part of the charm and challenge of the game. Luckily death is not permanent thanks to the strange World Stones and World Shards found throughout the environment. You will respawn at the last checkpoint you interacted with along with replenished Dragon Hearts (healing item) and a full stock of ammunition. However, it’s not all peaches and cream… an all-new set of enemies in the zone will also respawn in completely different locations. Tread carefully…

It’s also useful to talk about death in multiplayer. Working alongside a team of friends makes for a great time in REMNANT and helps take down some of the tougher bosses in the game. However, it’s imperative that you work to support each other in every fight. When one (or more) of you go down during a firefight, your teammates will have a limited time to revive you before you die. If you die, you won’t be able to respawn until at least one of your teammates reaches a World Stone or Shard checkpoint to initiate a resurrection. If your entire team dies you will ALL respawn back at the last checkpoint… and your enemies will repopulate!



We’ve covered a lot, but still only scratched the surface of what REMNANT: From the Ashes has to offer. Stay tuned for more details, videos, exclusive reveals, and more exciting content on our Twitter and Facebook pages. Until next time, Survivors!
Remnant: From the Ashes - contact@rockpapershotgun.com (Alice O'Connor)

Gunfire Games, the makers of Darksiders III, will return once more to the end of the world in August with Remnant: From The Ashes. I suppose surviving the collapse of THQ, as Gunfire founding members did after Vigil Games went down with THQ, could give you a bit of an doomy mindset. This time, we’re not gods or avatars of universal forces as much as just plain ol’ people trying to survive the end of the world by shooting monsters. August 20th is the released date, publishers Perfect World have announced yesterday. They’ve whipped together a new trailer to show some of the fantasy fisticuffs too.

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Remnant: From the Ashes

Remnant: From the Ashes occupies a space somewhere between the dopamine-soaked looting of The Division 2 and the scrappy co-op of Left 4 Dead. 

This is a third-person, three-player online action game about going on endless dungeon runs, fighting bosses, and accumulating new weapons and armor for persistent characters. But it's not about grinding through piles of junk gear in the way that Diablo or Destiny often are. 

"There is loot, but our mantra has always been that every item in the game is given the treatment of a legendary item in another game," says David Adams, co-founder and president at Gunfire Games, the studio behind Darksiders II and III. "Instead of endless drops of incrementally different items, we have a bunch of handcrafted, unique items for the player to discover." 

You can visit vendors in Remnant's hub level to upgrade the base attributes of weapons and armor with crafting resources, but this takes a backseat to bigger augments that will add entirely new alternate fire modes to weapons, and there will be a separate tier of guns that only bosses drop. 

Though his studio is smaller than the likes of Bungie and Ubisoft, Adams is eager to differentiate his team's game, which he says doesn't belong to the looter-shooter subgenre. Yes, damage numbers float over enemies as you fight them. Yes, there's a standard inventory screen where you might swap your body armor to optimize your dodge rolling for an upcoming boss fight. As I play an early version of Remnant, the experience does feel less cluttered and more streamlined. 

The studio's goal is to create an action game that maximizes replayability by doubling down on procedural generation and variety. "As a simple example," Adams tells me, "one time through the game you may face off against a dragon as the final boss in our Ruined City world, the second time through you may face off against a giant tree. Bosses, events, dungeons, layouts—all of these things are randomized each time you play, allowing you to replay the game without having to replay the exact same game."

Games that promise bottomlessness rarely deliver what we hope they will. It's encouraging to hear that Remnant will have over 100 enemies and 20-plus bosses (Adams remarks in respectful disbelief during my hands-on that The Division only has a handful of unique character rigs), but without playing the full campaign, I can't tell how distinct the behavior of these creatures will be. They'll be spread across four worlds, and most of these worlds will have four zones of their own, meaning their art won't be uniform. 

The exact depth of Remnant's content well remains to be seen, but I was able to get the most basic sense of it after playing for about an hour. Replaying a section on the opening world, an Earth that's been ravaged by—let me check my notes—a race of interdimensional tree aliens, Remnant was dealing me new layouts in open city areas and narrow, underground utility tunnels. Each time I reloaded the zone the game laid out a map with different amounts of cover, new stairway arrangements, or threw a different miniboss at me.  

These differently-arranged level pieces came at the expense of some decoration, though, and were pretty desolate as my character brushed by them. The generated-ness of the map was evident from the lack of stuff like environmental storytelling. There are only so many ways you can arrange bathroom skeletons, but I'd love to see more polish in this area. Adams does say that Remnant will have "a lot of secrets ... lots of little things for players to discover and unfold within the game world," so I'm looking forward to seeing how that weaves into its procedural generation.

Overall, I did like the art direction of the Earth level, the way everything feels like it's covered in a layer of world-ending dust allows the ruby hues of enemy bodies to stand out as threats without the use of clunky UI. But if XCOM 2 can find ways to tell tiny stories on its randomized chessboards, Remnant can too.

Gunfire gunplay 

In your hands, Remnant's over-the-shoulder combat style feels measured, heavier than games like The Division. You don't feel like you're controlling a linebacker in plate mail like in Gears of War—Resident Evil might be the better comparison. 

Adams describes the combat style as deliberate. "We don't want players running in and just shooting everything in sight with no thought or concern for what they are fighting. Combat is meant to be tough, but rewarding. Uniquely, it also features a seamless combination of both melee and ranged combat. While guns are the primary weapon in the game, players can seamlessly incorporate melee into their combat—and, in fact, most players will find themselves switching back and forth depending on which enemies they are facing."

This is exactly what I experienced. One of my least favorite minions were packs of spherical monsters that charged at me in underground sewer areas. These mobs of angry grey beach balls attacked in messy rows, and trying to shoot them all down one by one with a pistol or rifle proved less effective than just waiting for them to get in at knee-level and timing a melee swing to one-shot several of them at a time.

It's safe to say that Remnant isn't trying to be Dark Souls. The basic enemies spawning in the earliest areas of the game were simple to dispatch. But I was happy that the mixed enemy compositions eventually meant that I couldn't exploit the same dodge roll in every situation, and had to make basic but fun considerations about when to just swap weapons, when to reload, and when to conserve ammo with a melee strike. It surprised me that one of the biggest enemies I saw was the fastest, a burly spear-thrower in Remnant's jungle world who would occasionally blur into a horizontal dash.

Taking together what's promised and what I played, the game that Remnant reminds me of the most is probably the top-down roguelike Enter the Gungeon. You're able to recognize some layouts and the tendencies of the spawning systems over time, but the way things are arranged feels shuffled and unpredictable from playthrough to playthrough, and the promise of deeply-buried secrets is a good carrot for that 83rd playthrough. Even if Remnant doesn't consider itself a looter shooter, it'll be subject to a lot of the same expectations around updates and longevity, but I think its emphasis on 'less is more' looting could attract a different audience.

Remnant will release on Steam on August 20 at $40. 

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