IMO the reason they chose to spread out the lore/backstory like that, even (and mostly) in optional/randomized areas, is because the backstory is *NOT* the focus here, we as the player character are sent here with a specific goal as evidenced by the fact that our character would ask even unrelated characters, like the Ravaging Wolf about the dragon's atoll (which is in a completely different world). I honestly think this was a brilliant move to the feeling that you're just passing through, you're not a resident and you never have been, you're not going to know the history of the place you visit, and it's entirely possible that the location you're currently visiting just doesn't have certain bits of information that you would get elsewhere. In this way, the discovery of the lore is done in a most natural manner, it's not forced, but it's also not dark souls levels of lazy either. Imagine going to a new country on vacation, you're not going to find out everything about the location on your first visit, or from always visiting the same place, are you?
In part, I agree. But there's a method to doing that sort of story telling and that's through the environment. When you visit a new country, you see the architecture, the customs of the people that live there. You can extrapolate and learn about things in a much more expansive and natural way. Other games (souls series is easy pick here) do this really well because they design their levels. Remnant reuses a lot of assets, due to their random generation and the world building through the actual world isn't fantastic, so they rely on item descriptions and notes. Which is fine but if that's your main way of telling the story, it should be set up in a decent way (IMO). The sense of discovery is good in that you're moving through and learning as you go. But, to use your analogy again, if you went to a new country. You could learn as much as you wanted if you wanted to search for it. You wouldn't be limited to random snippets that are lost to you the moment you look away. It's a good idea and a great theme, poorly executed.
@@Loup_DM Well I think you would be limited by "random snippets", as you call it, because you would (probably) just be visiting a small part of the whole country. Regardless what you do, you will never manage to get too much information from just that small part (let's just disregard history books in this analogy xD). For example, if you visit village A, you might find about a past warlord that conquered the village, and you might also find about the villages that he attacked, but unless you visit village B, C, etc. you won't know what happened in those villages, other than the little bits that were recorded. Now compound this effect with the fact that you're not going there as an archaeologist or historian with the purpose of learning the history, you're just there in passing, visiting. That's IMO the beauty of Remnant's lore. You're not there to learn the story, you're there to do a job. You just learn what you can from the environment that you're passing through, and it's entirely possible that you don't visit lore-heavy places, like Leto's place, since the character doesn't care about it, they're not going out of their way to learn it. You as the player can piece the lore up from your perspective, but you gather it from the perspective of the character, who only (possibly) uncovers the lore that's crossing his path. Now because we as the player are an outside force and we can re-roll the campaign and have our character take a different path, one that may or may not shed more light on what happened in the world.
@@meyes1098 All valid points honestly. (Lol, ignore history books). There will always be that disparity between the way someone will look at these kinds of games. I suppose, for me, I do go into these types of games with the mindset of being an archeologist trying to learn as much as possible. You're right though that since the character isn't there for that purpose, he doesn't have to learn these things. I personally still feel there are issues with how it was done but that's just a matter of personal opinion at that point. I'm just generally unsatisfied with an incomplete story and i think remnant wastes a lot of their story's potential, which is a shame because it's very good.
@@Loup_DM Definitely still issues, as far as I understand the game was kind of rushed, hopefully all of these will be ironed out in a sequel, if one ever comes out. Still, IMO no game beats the environmental storytelling of hollow knight
@@meyes1098 It was definitely rushed. One of my subs, Pickle even found that they used assets from their daksiders games in Remnant. I wouldn't hold my breath on a sequel. From what I've seen, it's unlikely. Hollow knight is a gem that's hard to match. Should probably go back and finish it 🤔
Loose ends: where is the source of the Root? What are they? Why do they want to destroy life? Who are the animal people in Reisum, and how did humans get there? Why do they feel like they need to conquer worlds? The Pan said they went from their world to another and named it Yaesha, by taking boats across the Dark Sea...does that mean there are other ways to travel to another world besides the crystals or Dreamers? And if so, your character enters the Ward 13 area via a boat from across the sea, does that mean you, and the Dreamer/Chronos protagonist did the same as the Pan? Earth never had a guardian, but it was protected up until a certain point in time, what happened to that protection? Why didn't earth have a guardian but the rest do? How are guardians created? Was it the connection that allowed Clementine to have guardian powers of something else? Why didn't your character ask about that and learn to become earth's guardian? Yup, so many questions.
Just wish the game had a hipfire. It's a tps, that should be a staple. Having to ads every time to fire at an enemy becomes cumbersome and melee isn't always a viable solution
I love this game but i agree with you with the flaws of the sorry telling. So much potential...in that regards the game "Returnal" seems to take the same way but it didn't. It give you essentials clues to understand what's happening.
Played it for more than 10 hours. My two cents. The lack of loot is dissapointing, for a game with Dark souls like difficulty it offers little reward. Boss weapons are hit or miss like events. The boss battles are only made challanging through ganks which is lame. Could have been way better. Alas is just meh. I don't consider the difficulty properly done. Where is the fun in fighting a boss that rips you apart in melee when you are ganked by enemies that explode when die and infect you so you have no stamina ? That is poor game design.
Can't really disagree with any of that. It definitely seems like the type of game a studio still finding their stride puts out. I think Outriders, which is soon to come out, will be a much better marker of what Remnant could have been.
00:59 - Gameplay Section
13:01 - Story Section
21:58 - Characters Section
26:26 - Subject 2923
30:50 - Ending
IMO the reason they chose to spread out the lore/backstory like that, even (and mostly) in optional/randomized areas, is because the backstory is *NOT* the focus here, we as the player character are sent here with a specific goal as evidenced by the fact that our character would ask even unrelated characters, like the Ravaging Wolf about the dragon's atoll (which is in a completely different world).
I honestly think this was a brilliant move to the feeling that you're just passing through, you're not a resident and you never have been, you're not going to know the history of the place you visit, and it's entirely possible that the location you're currently visiting just doesn't have certain bits of information that you would get elsewhere. In this way, the discovery of the lore is done in a most natural manner, it's not forced, but it's also not dark souls levels of lazy either.
Imagine going to a new country on vacation, you're not going to find out everything about the location on your first visit, or from always visiting the same place, are you?
In part, I agree. But there's a method to doing that sort of story telling and that's through the environment. When you visit a new country, you see the architecture, the customs of the people that live there. You can extrapolate and learn about things in a much more expansive and natural way. Other games (souls series is easy pick here) do this really well because they design their levels. Remnant reuses a lot of assets, due to their random generation and the world building through the actual world isn't fantastic, so they rely on item descriptions and notes. Which is fine but if that's your main way of telling the story, it should be set up in a decent way (IMO). The sense of discovery is good in that you're moving through and learning as you go. But, to use your analogy again, if you went to a new country. You could learn as much as you wanted if you wanted to search for it. You wouldn't be limited to random snippets that are lost to you the moment you look away. It's a good idea and a great theme, poorly executed.
@@Loup_DM
Well I think you would be limited by "random snippets", as you call it, because you would (probably) just be visiting a small part of the whole country. Regardless what you do, you will never manage to get too much information from just that small part (let's just disregard history books in this analogy xD).
For example, if you visit village A, you might find about a past warlord that conquered the village, and you might also find about the villages that he attacked, but unless you visit village B, C, etc. you won't know what happened in those villages, other than the little bits that were recorded.
Now compound this effect with the fact that you're not going there as an archaeologist or historian with the purpose of learning the history, you're just there in passing, visiting.
That's IMO the beauty of Remnant's lore. You're not there to learn the story, you're there to do a job. You just learn what you can from the environment that you're passing through, and it's entirely possible that you don't visit lore-heavy places, like Leto's place, since the character doesn't care about it, they're not going out of their way to learn it.
You as the player can piece the lore up from your perspective, but you gather it from the perspective of the character, who only (possibly) uncovers the lore that's crossing his path.
Now because we as the player are an outside force and we can re-roll the campaign and have our character take a different path, one that may or may not shed more light on what happened in the world.
@@meyes1098 All valid points honestly. (Lol, ignore history books). There will always be that disparity between the way someone will look at these kinds of games. I suppose, for me, I do go into these types of games with the mindset of being an archeologist trying to learn as much as possible. You're right though that since the character isn't there for that purpose, he doesn't have to learn these things. I personally still feel there are issues with how it was done but that's just a matter of personal opinion at that point. I'm just generally unsatisfied with an incomplete story and i think remnant wastes a lot of their story's potential, which is a shame because it's very good.
@@Loup_DM
Definitely still issues, as far as I understand the game was kind of rushed, hopefully all of these will be ironed out in a sequel, if one ever comes out.
Still, IMO no game beats the environmental storytelling of hollow knight
@@meyes1098 It was definitely rushed. One of my subs, Pickle even found that they used assets from their daksiders games in Remnant. I wouldn't hold my breath on a sequel. From what I've seen, it's unlikely.
Hollow knight is a gem that's hard to match. Should probably go back and finish it 🤔
There's also the mod maker. You save humanity and she still treats you like garbage.
Yea, I didn't even want to mention her. Would have been a lot better if she was just a mute NPC.
Loose ends: where is the source of the Root? What are they? Why do they want to destroy life? Who are the animal people in Reisum, and how did humans get there? Why do they feel like they need to conquer worlds?
The Pan said they went from their world to another and named it Yaesha, by taking boats across the Dark Sea...does that mean there are other ways to travel to another world besides the crystals or Dreamers? And if so, your character enters the Ward 13 area via a boat from across the sea, does that mean you, and the Dreamer/Chronos protagonist did the same as the Pan? Earth never had a guardian, but it was protected up until a certain point in time, what happened to that protection? Why didn't earth have a guardian but the rest do? How are guardians created? Was it the connection that allowed Clementine to have guardian powers of something else? Why didn't your character ask about that and learn to become earth's guardian?
Yup, so many questions.
love the content, looking forward to it
thank you for the shoutout :D
Just wish the game had a hipfire. It's a tps, that should be a staple. Having to ads every time to fire at an enemy becomes cumbersome and melee isn't always a viable solution
I need more Remnants videos
Alright, pizza and this video time
I love this game but i agree with you with the flaws of the sorry telling. So much potential...in that regards the game "Returnal" seems to take the same way but it didn't. It give you essentials clues to understand what's happening.
Whats your opinion on Remnant 2 ?
So far, enjoying most of it aside from some framerate and optimization issues which I hope will be fixed soon.
I love this critique. The audio is pretty bad though - clipping, and background music is distracting
Yea, still learning the process. Audio mixing is a beast to pick up.
I agree, remnant is an amazing game, but it could have been much better. Hopefully it gets a sequel
That would be the dream
It’s getting an prequel chornos before the ashes
@@TsuriaDragon only for the oculus
Thats just the prequel we already have but released on other platforms
@@Loup_DM I just found that out, the trailer makes no sense
Played it for more than 10 hours. My two cents. The lack of loot is dissapointing, for a game with Dark souls like difficulty it offers little reward. Boss weapons are hit or miss like events. The boss battles are only made challanging through ganks which is lame. Could have been way better. Alas is just meh. I don't consider the difficulty properly done. Where is the fun in fighting a boss that rips you apart in melee when you are ganked by enemies that explode when die and infect you so you have no stamina ? That is poor game design.
Can't really disagree with any of that. It definitely seems like the type of game a studio still finding their stride puts out. I think Outriders, which is soon to come out, will be a much better marker of what Remnant could have been.
Very insightful and enjoyable review! Hope devs are listening to your critisizm.
Wasted potencial the videogame