Remnant: From the Ashes - Subject 2923 Image
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User Score
3.6

Generally unfavorable reviews- based on 8 Ratings

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  • Summary: Remnant: From the Ashes – Subject 2923 requires ownership of Remnant: From the Ashes to play. Subject 2923 does not require ownership of the Swamps of Corsus DLC to play. In a brand-new continuation of the Remnant: From the Ashes story, meet unexpected allies, traverse unfamiliar zones andRemnant: From the Ashes – Subject 2923 requires ownership of Remnant: From the Ashes to play. Subject 2923 does not require ownership of the Swamps of Corsus DLC to play. In a brand-new continuation of the Remnant: From the Ashes story, meet unexpected allies, traverse unfamiliar zones and dimensions, and overcome new threats to save your world. Complete new quests and conquer unique bosses to acquire additional gear, increasing your chances of surviving the rugged wilderness of Earth and beyond, as you aim to put an end to the Root and restore humanity. Expand

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Remnant: From the Ashes - Subject 2923 | Announcement Trailer
Score distribution:
  1. Positive: 2 out of 2
  2. Mixed: 0 out of 2
  3. Negative: 0 out of 2
  1. 80
    Subject 2923 adds a whole new area to Remnant: From the Ashes in its own mini-campaign. With that comes new environments, events, enemies, bosses, loot and story which is all you could ask for really at such a respectable price. If you just want more content then this DLC adds exactly that.
  2. 75
    Whilst the environments of Reisum and the bosses in the Subject 2923 DLC are some of the best in the game, the opening of the DLC and the overall package doesn't feel like a satisfying end to Remannt's story, making it a fine add-on for hardcore players, but not offering much reason for lapsed players to come back.
Score distribution:
  1. Positive: 0 out of 4
  2. Negative: 2 out of 4
  1. Aug 22, 2020
    7
    This DLC is not a 8 or 9 because in his last hour of game is bugged as hell, the game freezed every 10 seconds in PS4, man, and I had readThis DLC is not a 8 or 9 because in his last hour of game is bugged as hell, the game freezed every 10 seconds in PS4, man, and I had read about it in internet, it's happening to a lot of people. It's a fu**ing miracle that I finished it, the last boss is almost impossible with so many bugs. Fix this, for god sake. Expand
  2. Aug 9, 2023
    6
    Just because of the stupidity of the running in the ward mission, it has to be 6, why in the world they would think that people would like aJust because of the stupidity of the running in the ward mission, it has to be 6, why in the world they would think that people would like a major portion of the DLC to be in a ward again? The "rat world" could be built more and the DLC would be a lot better. If the ward mission didn't exist and there were a few more areas with familiar base game mechanics - that would be a strong 9 for sure. Expand
  3. Sep 6, 2022
    2
    Lets make a mediocre game super hard and people will think its Souls... It could be an OK game if they didn't try to copy Souls..
  4. Jun 10, 2021
    0
    This review contains spoilers, click expand to view. Copying isn’t adaptation.
    One dungeon of the main campaign is the abandoned nuclear plant. You need to solve the puzzles to progress, exactly like in resident evil (e.g. key item pop-up screen, unlocking shortcuts) except there’re no enemies unless certain events happen.

    The puzzles, albeit fun, don’t fit Remnant which is primarily about killing enemies along our way. That dungeon isn’t a spin-off or side quest to opt-in or -out but a main quest which should at least fit the game’s settings. Worse still, when you finally encounter enemies, the most difficult one cannot be killed when the entire game is about killing enemies.

    Also, the structure of the final boss (2nd phase) resembles Nemesis in RE3 and its attacks turn into bullet hell style. The style is completely different from the other bosses. It’s hard to understand the design decision behind diverting the final boss of the final DLC from the game’s mainstream. (And it looks like a vagina.)

    In general, copying isn’t an issue. At the end of the day, nothing’s new under the sun. It boils down to what and how so that borrowed ideas will fit. The above is not the first example; Remnant borrows a lot of game mechanics from other games with similar issues.

    Egregious enemy design.
    Just like in base game, this DLC features yet another suicide bomb enemy - bomb-carrying mice who run at you, turn their back where the bomb is attached and the bomb is then detonated. If they’re shot dead before reaching you, the bomb will blow after a few seconds.

    Taking a closer look, you’ll find out how ridiculous they are. They turn their back so they’re fully aware of their mission - knowing the bomb’s placement and function - making them highly intelligent. The bomb’s also hi-tech as it can detect if its carrier is dead. It’s not a low-tech timer bomb; otherwise the mouse may have exploded before reaching you but it can in fact chase you to the end of the world. Sadly, the mice aren’t intelligent enough to treasure their lives but rather sacrifice themselves for the greater evil.

    For the sake of discussion, here’s a very simple way to make games difficult - turn down the brightness and ask players to react. Is it difficult? Yes. But is it well-designed?

    Guess what? They actually did it. There’s an enemy who can cast a large AoE attack from afar that almost blinds the player (by obscuring the entire screen with frost). It CANNOT be cured unless you kill the caster or reach a checkpoint. So you’re blinded but you’ll have to locate the caster while surrounded by pitfalls and enemies in a large map. (Remnant never puts you into 1-v-1 so clearing them one by one is hardly a work-around.)

    There’s also a skinny bat-like flying enemy who apparently carries multiple cannon balls and throws one at you each time. It’s just ridiculously unbelievable. I do realise game worlds are fantasy and players have to give in some rational thinking so as to immerse in it. But for this creature, I think shooting magical projectiles is more plausible.

    Maps are exceedingly large as well without intermediate checkpoints. This pretty much sums up Gunfire’s design philosophy: use number and length to wear you out and simplistically label it “difficult”.
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