search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
From the Ashes sold over three million copies during its first two years and became something of a cult hit, especially after it made its way to Xbox Game Pass just before the start of the current Xbox Series X/S and PlayStation 5 generation.


FRANCHISE ROOTS Taking place on a ruined Earth that has been overtaken by an interdimensional evil called the Root, the first Remnant invited parties of custom player characters to explore the multiverse, make key decisions that would affect entire realms, and take on foes of many shapes and sizes. While the Root was ultimately defeated at the end of the game (we’re not considering this a spoiler, this is how stories work) — there was nothing to say that it couldn’t come back and cause more trouble that would instigate more adventures. With the makings of a franchise on Gunfire’s hands, a sequel to the game for Xbox X/S and PS5 seemed inevitable — and then it was. Remnant 2 went into development alongside a non-VR version of the 2016 VR game Chronos — rebranded as Chronos: Before the Ashes, to better advertise its Remnant story links to potential buyers. The question was, what game design changes could players expect for the sequel, and where would the team find inspiration? “There was a lot of stuff we did in the sequel that was stuff we wanted to do in the first game,” says Gunfire president David Adams. “But Remnant overall was influenced by several games. Left 4 Dead, Terraria — surprisingly, I know — as well as Resident Evil 4 and the Souls games.


“I think as game developers we are influenced by many different things, including TV, Movies, books and other sorts of media. Different worlds within Remnant II draw influences from different things. [The world of] Losomn was influenced by an old game we had worked on that never shipped that took place in


the 1880s. N’Erud has a little bit of Dune in there, as well as a little bit of Prometheus or Aliens. Yaesha – well, it’s been a while since we dreamed up Yaesha, so I’m having trouble remembering the influences.” With a sequel, it’s always a question of ‘How much follow-on do you include?’ or ‘How much of a sequel should the sequel be?’, to which there is rarely a right answer. Some studio teams will throw the entire thing out and start afresh with similar themes, while others will continue stories into and beyond their ‘natural’ end points, through whatever narrative means they can utilise.


October/November 2023 MCV/DEVELOP | 55


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60