As a seasoned gamer with over two decades of experience under my belt, I must say that Remnant: The Dark Horizon has left me feeling rather impressed, albeit somewhat underwhelmed by the post-launch storytelling. However, compared to the other DLCs, this expansion left me feeling more satisfied, much like a good cup of coffee on a chilly morning.
Among the highly praised games of the previous year, Remnant 2 stood out as one I particularly enjoyed, but then came The Awakened King, which served as a reminder that Gunfire Games’ method of creating DLC remains consistent. The Forgotten Kingdom didn’t rekindle my enthusiasm, despite introducing a robust Archetype, the Invoker, and an overpowered artifact, the Monolith.
After dealing with Yaesha and Losomn, we’re headed back to N’Erud – a place I hold dear from the main game, despite its criticisms for lack of depth. In this new DLC called “The Dark Horizon“, we venture into an undisclosed part of the Drzyr’s agricultural construction that seems to have either failed miserably due to the decay and discoloration of the crops or thrived beyond belief, given the massive yield of these grotesque produce. Within just a few minutes of playing this DLC, it presented me with an unexpectedly intriguing plot hook – tracking down the culprit who wrecked my lift.
In the game Gunfire Games, they add an exciting twist as certain areas are set on detachable islands, which can only be reached using a gliding device.
I was to retrieve a prototype droid’s head, traipse across literal dark horizons and battle N’Erud horrors whose existence only just came to light… just because of a bumpy fall. This isn’t the best set-up for a DLC storyline, especially when it culminates in a space-defying battle. But damn, if the sheer insanity of the premise didn’t make me laugh.
Credit goes to the writing team for making the exchanges enjoyable. The adversary was so confident they could defeat me that our psychic dialogue came close to causing a stress-induced aneurysm. They even brought up Cass, reminding me of how I had forced her into a merchant lifestyle in Ward 13 at the outset.
While I’m teasing him for lacking the human touch of emotions like pain, sentimentalism, and eventual futility, all while hinting at a confrontation, our conversation became quite lively. Despite the profound feelings evoked by the rest of his domain, this exchange was particularly engaging.
The last DLC had you fighting enemies in ornate halls, trap-filled ruins, and a cheaper version of Yharnam, all keeping your battles relatively tame. However, Gunfire Games introduces a change by dividing certain locations into floating islands that can only be reached using a glider. These islands move upwards due to air currents. This means you’ll need to explore new areas not just on the ground, but also how high those currents can carry you before you drift towards the dangerous, oozing abyss below. Stray too far off course, and enemies will shoot you down from the sky.
It seems the most dire development might be penetrating gas-filled canisters and moving through chambers, trying not to get completely surrounded by the gas…
Instead of the barren wastelands of N’Erud, this location offers a refreshing change during our exploration. The decaying flora adds an element of complexity, particularly when interacting with terminals, as it can trigger enemy spawns, hidden among the overgrowth.
Navigating through deep valleys to access specific spots, or maneuvering around crevices and steep cliffs on the sides, often led to a reconsideration of the mapping process due to its urgency. Trying to navigate these obstacles while advancing or discovering new territories can be monotonous without precise guidance (and there’s no significant novelty mechanically speaking). Additionally, you’ll encounter nerve-wracking walkways and tight passageways similar to those in the original N’Erud, hidden within.
Occasionally, certain areas may seem eerily familiar – the repetitive towers against barren landscapes trigger a peculiar feeling of déjà vu. However, some aspects of these locations offer distinct gameplay experiences. For instance, there’s a stealth mode where you need to stay hidden from robots to open the door ahead (and Hunter’s Mark is beneficial in this case because it can detect them even through walls).
A key aspect revolves around scaling a tower while combating adversaries, as stepping platforms rise and fall intermittently, and enemies appear persistently. The most challenging part involves breaching explosive gas cylinders and navigating rooms before the gas completely engulfs them – visibility is poor due to the gas, and movement is significantly restricted. Spending too much time in it results in death, and the checkpoints seem excessively harsh.
You’ll find a variety of intriguing Amulets and Rings to experiment with, and this exploration becomes even more exciting when paired with the latest Warden Character Type.
Here’s one way to rephrase the given text:
Additionally, you’ll encounter a massive enemy that strikes you with its deformed limb when it’s not using its peculiar dark vortex attack to pull you in. Occasionally, due to some flawed spawn mechanics, you may find yourself ambushed excessively as you try to exit a certain region. Fortunately, these instances are less frequent compared to the previous DLC, and overall, the new enemies offer an enjoyable challenge – they’re not too easy to defeat but can be handled with their patterns and damage once understood.
In some cases, they may serve as intermediate bosses with unique modifications and new moves, following the usual trend. However, the distinctive bosses might seem somewhat lacking. I haven’t come across a great variety of weapons yet, but the Black Greatsword is enjoyable due to its charge feature. There’s quite a selection of Amulets and Rings to experiment with, and they become even more intriguing when used in conjunction with the latest Warden Archetype (although it can be frustrating to unlock, it’s less so compared to unlocking The Forgotten Kingdom’s Invoker).
This drone performs well in team situations, but it offers significant collaboration for multiple configurations. Regardless of whether you’re designing a setup that reinforces barriers and boosts you when they’re activated or provides continuous healing to counteract health loss in exchange for increased damage output.
Reflecting on “The Dark Horizon“, I’m still quite impressed by its potential for post-release story development. Compared to other DLCs, it managed to leave me with a sense of fulfillment rather than disappointment.
Although it might not deal the most damage, its utility and durability can seem incredibly overpowered at times. In the newly accessible Boss Rush mode, I found myself repeatedly in precarious situations, yet managed to survive thanks to the numerous barriers and even the simple use of the Ritualist’s Miasma amidst a group of enemies.
As a gamer, I find N’Erud’s visual appeal just as captivating as it is humbling, with its grandiose skyboxes and colossal structures making me feel like an ant amongst giants (the gloomy color scheme only intensifies the feeling). The soundtrack wasn’t particularly memorable, but the sound effects and the stark, desolate atmosphere really drew me into the game.
Reflecting on “The Dark Horizon”, I’m still left with a strong sense of what could have been in terms of post-release story development. However, it managed to leave me more content than other DLC releases. Perhaps it was the opportunity to revisit N’Erud and experience it in a fresh way, complete with new dangers and hurdles, even if one of the events is arguably the most disappointing in the game, or the selection of new bosses doesn’t feel quite sufficient.
The DLC’s utterly ridiculous premise can’t be ignored, but I felt more satisfied than exasperated when it was all over. There was more enthusiasm to trawl through and uncover new secrets or accessories to tweak my build. If this is how Remnant 2’s DLC journey begins, then so be it, but at least it’s going out on a somewhat positive note with The Dark Horizon.
This game was reviewed on PlayStation 5.
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2024-09-27 20:41