Of all the things I saw in my time playing Remnant 2, by far the coolest parts were the procedurally generated worlds I spent my time battling my way through. Like the first game, this soulslike sequel creates a fresh set of areas and enemy spawns for each player, so your time fighting the enemies of humanity feels bespoke and unique. But where Remnant: From the Ashes mostly changed up the rooms and enemy spawn points depending on what you rolled, Remnant 2 designs its randomization to change up absolutely everything: from the biome and enemy types within it to the bosses you face – even the NPCs and storylines you encounter along the way.
One area I saw in my time with Remnant 2 was Yaesha, which returns from the first game but has now been completely taken over and corrupted by The Root. But each time I played through it, I saw completely different versions of this world that were shockingly unique. In my first playthrough Yaesha appeared as a heavily wooded area filled with lizard-like creatures that would crawl down from trees to ambush me, but in my second run, those woods were replaced with a series of floating islands that were home to hovering tentacled aliens that attacked from above and surrounded me with deadly, homing attacks. In a third blitz through the exact same area, I found myself inside a dark temple almost the entire time, where I was required to make use of my flashlight as creepy cultists waited to sacrifice me to their dark deity.
It’s not just that rooms were procedurally generated – every playthrough felt like a completely different biome altogether and was home to a unique set of enemies that, while definitely part of the same family of baddies occupying Yaesha, were starkly different experiences.
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