It is very possible to miss loot as it was not in the campaign you are playing. The game will dynamically generate a level, this in short means the layout of the levels will be different each time, as well as dungeon placements, enemy placements and bosses. The name of the game is definitely not to loot, in fact, with the game’s design, it is possible to miss out on some loot all together. Don’t get me wrong, this does not make the game easy. The game is very generous with the I-frames (invulnerable frames, where an enemies attack will not connect while performing a dodge manoeuvre), unlike Dark souls that has a smaller window for a dodge. Only running and dodge rolls use stamina, so feel free to go crazy with the melee. Unlike other games that borrow from the soul’s formula, there is no block here, it is all about dodge rolls and stamina management. I thought this would be a pain, but felt quite natural to do so. There is no firing from the hip if you are not aiming down the sight the character will use the melee attack. As this is a shooter, the controls differ slightly for Dark Souls but also from other cover-shooters. The deaths do not feel cheap and usually my own fault for getting too complacent within a level. Just like in Dark Souls, you’ll always want to be on the move, I died plenty of times from a Root sneaking behind me. The camera is moreover the shoulder view, keeping tight enough to the player that only the direction the character is facing is visible. The controls handle like every other 3rd person cover-shooter with a few exceptions. Once completed you are tasked with saving the world (an a-typical first day in Ward 13). It is possible to mix and match later in the game with all weapons and equipment. Here you pick a ‘class’, this is not fixed, but it does define the starting weapons and traits that you begin with. After a small exchange with the leader of the Ward, you are sent to put the power back on. In the beginning, you create a custom character and are thrown into a tutorial level, that shows the basics of movement and combat, then you come to Ward 13 (even if you die in the tutorial). With this set up in-game design Remnant differs from Dark Souls, as it is possible to learn where enemy spawns are and be ready for them, here it’s different, taking that little luxury away. Each visit to the outside is randomised with enemy placements, making it feel almost like a new level each time. Go back to the hub upgrade weapons, armour and mods, them back out to carry on to the next level. The main gameplay loop is to go out into the world and take out everything that moves. * slight warning – there will be a few Dark Souls comparisons. You will not be spending tons of hours trying to get a gun you want. It is not! There is loot to collect and new items to find, but that is not the aim. Lastly, I have heard people say this is a looter shooter. At its core, this is a dark souls shooter, just like Immortal Unchained but good. Remnant: From the Ashes take the gunplay of Mass Effect 2, and the core mechanics of Dark souls, mixes them up and comes out with something gratifying and unique in the Souls-Borne games.
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