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Earth has to be one of the new biomes as well, it was by far the best looking one in game right at the start, it's a shame it was so short.
It's hard to think of other biomes, because unless we're talking about the most distint biomes on earth, it's hard not to make it all feel the same.
I would love to see an underwater biome like we have in bioshock, and maybe we could have some kind of cyberpunk alien city to continue the Nerud saga.
Another one that would be cool would be a dark world fully overtaken by the root, with Cthulesm enemies. Root earth tried it, but it felt flat.
Agreed. Earth was my favourite world, and not just because I'm a fan of Darksiders :) There's a lot of mileage you can get out of ruined cities in ways that caves and forests just don't replicate. It's not exactly "unique", but it's certainly distinct and I miss it a lot. I definitely hope we get an Earth adventure, even if it's just more ruined city.
It would be nice to get a world that fully commits to its sci-fi themes, yes. N'erud was a good effort, but it was still mired in talk about souls and creators and destiny, etc. That and it's also a desert - despite the Custodian describing it as "the ship". I'd like to see an adventure taking place in, say, an arcology or a futuristic city, like you said. Just... something that doesn't have to be anchored to standard fantasy tropes.
Honestly, it feels to me like the developers are somehow afraid that players would reject full-on sci-fi, so it always has to be tempered by gods, or aristocracy, or wide sweeping deserts, or some kind of ancient religion. And it's not like all the worlds we visit are dead. Losom isn't. Yeah, it's a world in decline, but there are still plenty of people living out their lives and a nobility at least attempting to recover some semblance of civilisation. So a mostly decrepit sci-fi city or structure would be nice.
Agreed. There's nothing fundamentally wrong with it, but it's... just a swamp. Yesha at least has the "zigguraut" theme going for it, but Corsus is mostly just wilderness. It's hard to make that compelling. Now if they'd committed to it and gone full-on Geiger-style bug architecture.
Speaking of which, I'd like to see a Scorn style world. N'erud is close, but thematically still quite different.
While i would love to see revisited Rhom to see whats up with Undying King and guardian heart he got from us.
And queen from Corsus that wanted to create Root 2.0 with her parasites.
I think we might have 2 good contenders to be main villains for future, altought i hope Root is not completely eradicated cause they make very interesting enemy to fight against.
I hope DLC at least first one will bring some fresh new world, not earth. Something new.
But i wouldn't mind DLC to be focused around expanding current 3 worlds we have. With more loot, more boss variety, enemies and encounters.
N'erud is a rethread of Rhom almost, and Yesha is made to give more narrative progression for root and player actions by having a before and after example.
Would definetly want weirder new areas instead of repeating threaded path because i dont think Rhom or anything from the previous game should show up again
This I do agree with. Honestly, the whole "Core World" storyline has felt pretty shallow since the start. We get it. It's a simulation. The Root are a virus or a bug or what have you. They're the ultimate destroyers. They're also super boring red-and-back edgelord trees. Making them the main villain is just so underwhelming. Personally, I feel they should have been positioned as one of many threats, rather than the central one.
Honestly, the Iskal strike me as a far more compelling, far more insidious threat. But no - glitchy trees. We can use some variety.
I just hope it's not Reisum again. There's nothing fundamentally wrong with it and it's important for the story, but it's a very... unremarkable world. Snowy mountains and snow-themed enemies. Visually, it's boring and thematically it's quite hollow. I struggle to remember anything about it - to the point that I'd forgotten it even existed. Ward Prime was more memorable than that.
That's not to say that a snow world is inherently bad, though. There would just need to be more to it than snow. Say, that snowy planet from Dead Space 3. I know people slagged that game for a variety of legitimate reasons, but the setting isn't bad. Snow and ruined colony buildings from a lost advanced civilisation. We could use a truly DEAD world, I think.
And if that's what it were, I would agree. Bit it's really only a couple of zones that have this theme. The majority of it is bog-standard fantasy "elf" architecture and narrative. I honestly have the suspicion that these were meant to be two separate worlds which got merged together to save on development time. They utterly fail to connect.
The Fey parts are all high court drama about the Impostor King and the dual world. The Dran parts all seem to be about the struggles of the underclass under a world which was dying long before the Guardian was put to sleep. Monsters from the ID, essentially - monsters that people can't see, which drive them mad. Sure, you can resolve the discrepancies with enough creative reading between the lines, but they feel like two fundamentally dissimilar settings.
Because yeah, I agree - exploring an Industrial Revolution era society of magical creatures struggling under the march of technology would definitely be interesting. Instead, it's a few throwaway zones in an otherwise high fantasy setting which clash so badly.
In principle, I agree. But then why do we revisit Yesha? If we were going to revisit one place from the old game, why did it have to be among the most boring ones? Yes, it has to do with the Root, but we could have explored the Root in their own separate world. If anything, there's precious little OF Yesha to be seen, since it's Root all the way down. Unless they saved work by reusing old assets (which I feel might have been the case), then I fail to see why THAT made the cut when nothing else did.
To be fair, this seems to have always been the case. I can't speak to Chronos since I never played that, but I remember it being heavily implied in From the Ashes. The Dreamer fight is similarly very tron. That and the Labyrinth Keeper still talked about the Core, upon which the Labyrinth is built, upon which all worlds are built. I remember Earth being special in that it didn't have nor need a Guardian, but most of the lore seems to have been retained.
And I agree - I don't like it either. Reality-warping rarely makes for good storytelling. We need hard limitations on what can and can't be done, else nothing means anything. There actually WAS one. The Keeper couldn't clear all of the corruption without doing a factory reset on the multiverse, which would have essentially killed everyone. That's why we needed an alternate solution.
Then Clementine went and did it - or appeared to have. The only way I see of salvaging this is to recontextualise what happened not as a "reset, but without the Root" but rather as a "system restore point". We went back a ways, curbed the corruption, but still need to actually deal with it. It's not perfect, but it's A way to introduce some consequences.
Remnant hasn't shown any indication that there's another world outside of the simulation. When we see it all collapse at the end, there's nothing left. Just a blank void. It's not so much the world is a simulation, but that reality runs on computer logic at the core. There's an administrator (the Keeper), various worlds partitioned out into discrete files that don't intermingle but can be traversed if you know the file system (the Labyrinth), programs (like Clementine as the Utility and the player as the Anomaly), and even malware (the Root).
It's not really a simulation. It's just an alternate take on what reality is.
That's true. The Keeper himself flatly states that there's no way to specilate what exists beyond the multiverse, or indeed if anything does. I suppose my point was less that the multiverse is an instanced simulation in some greater machine, but rather that it behaves like one. The universe is constructed from the top down and - more than that - offers direct direct controls to the underlying kernel.
There exists a level of abstraction which renders anything we could possibly ever do meaningless. Why fight enemies, when you can hex-edit the universe and delete their pointers from memory in a single loop, then wait for garbage collection to remove them? Essentially, this elevates in-game entities to the level of screenwriter and so fundamentally undermines willing suspension of disbelief. Without limitations, there is no compelling storytelling.