With Remnant II scheduled to launch on July 25th (though early access actually begins sooner than that for those who purchased the Ultimate Edition), I had the chance to interview Gunfire's Design Director John Pearl and Principal Designer Ben Cureton as a follow-up to Kai's Summer Game Fest chat with Principal Level Designer Cindy To.
The Q&A has been split into lore, combat, and gameplay related answers (available in this article) and tech related responses (which have their own article, where we reveal that Remnant II runs on Unreal Engine 5, among other things). Without further ado, here's the transcript, slightly edited and condensed for clarity.
According to the lore, how many years have passed since the first game? Will there be several returning characters in Remnant II?
John Pearl: Just over 2 decades have passed since the events of the DLC, Subject 2923. The earth has changed, and the Root has gone into remission. The inhabitants of Ward 13 have moved out of that old bunker from the first game and built a town near the surrounding docks. Returning players will find quite a few familiar faces, including some surprises as well as some new ones to meet in the new Ward 13.
How did you select the canon choices from the first game? Was there a narrative reason, or did you simply pick the most common player actions?
John Pearl: Allowing players to have multiple choices of how to deal with or complete a story makes it tough to say if there is a definitive version of any encounter. At Gunfire Games, when we set up those choices in Remnant (Remnant: From the Ashes), we had an idea in the back of our minds of which were the canonical outcomes, then coming back for Remnant II, we carried those through. Due to how we
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