Remnant 2: Post-apocalyptic world journey
The world in Remnant 2 stands once again, or let’s better say: still stands before the abyss.
Although the hero or heroine of the predecessor once stopped the all-devouring seed, the traces of this root-like, auerird mutation can still be seen. However, these remnants no longer pose too great a danger, yet the rest of humanity remains withdrawn in a few bastions and lives a life as it is already known from countless other post-apocalyptic games, movies and series: everyone helps each other, everyone has to pitch in, and advanced technology, as it is seen as a given nowadays, hardly plays a role.
Until then, Remnant 2 is still understandable even for newcomers, but at the latest with the end of the tutorial and the arrival in one of these bastions, namely Station 13, it gets confusing. Many names and terms are mentioned and exchanged with each other so naturally that series devotees or players who haven’t played the predecessor including DLCs conscientiously quickly fall by the wayside. That’s not too bad, though, because the actual core plot is hardly worth mentioning and characters that still leave an important impression at the beginning are shipped to the bench in a hurry. Thus, those who decide to squeeze out dialogs and cutscenes can do so without hesitation in most cases.
In the end, all you need to know is that the seed has not only infected Earth, but several worlds and is about to take over the multiverse in its entirety. Unsurprisingly, this must be prevented, and although you’ve just arrived at Station 13, your own character is entrusted with this incredibly important task – everyone else just doesn’t have time right now. So you dash with the big, red shining world stone into other universes, which don’t seem less post-apocalyptic than the earth, and shoot down everything, which shows even the slightest hint of resistance.
Somewhere in between, the developers provide a lot of backstory and offer exciting concepts, which are sometimes captured in page-long books. However, all of this doesn’t really come to fruition, as in the end it’s all about taking down bosses and picking up new loot, while the few friendly characters you meet along the way are nothing more than extras with their lines to tell. Emotional ties or surprising plot twists are sought in vain.
Not very helpful is also the own character, who can never quite decide whether he wants to be an annoying monologue-trumpet or a silent role-playing hero. While the nameless hero or heroine interacts verbally with other characters in important cutscenes, you are condemned to reading your own responses in other dialogues. This seems especially curious when we have just spoken to the character in question in a cutscene, before becoming completely silent only a short time later during further demand options.
While this change regularly tore me a piece far from the world, I wished at some point, my character would actually be silent: When fighting. Similar to Aloy from Horizon Forbidden West, my hero has the urgent need to comment on almost every second fight with nonsensical statements (“Wow, that was close!”, “Shit… shit!” etc.). This is especially extreme when you regularly reload during a battle and the hero feels the shotgun.
Usually much more exciting, because unusual stories: The NPCs in the individual biomes.
I would immediately throw in the towel. More than once I found myself thinking to myself, “Shut up already! Unfortunately, there’s no option to turn off the somewhat exhausting tuerings in the long run.
Still: The English voice actors, from the protagonist to the individual NPCs, deliver an overall convincing performance. The German synchro, on the other hand, is a double-edged sword, because while some characters, such as the inhabitants of Yasieha, really catch the ear, others sound rather bored or very inappropriate. Fortunately, you can change the language at any time via the options menu, at least on the PC, and you don’t even have to restart Remnant 2. However, there is no option to set dialog and text language separately.