![]() The cavalier way in which Remnant 2 borrows merely serves to remind me of all the more competent games I could be playing insteadĪs someone who neglected Remnant: From the Ashes three years ago, I didn’t go into Remnant 2 expecting to understand everything from the jump. You run, you gun, you dodge, you roll ad infinitum, sometimes even breaking up the action with special powers depending on your chosen archetype. In each of these areas, you partake in third-person shooting mixed with the evasive tactics popularized by FromSoftware in games like Dark Souls, Bloodborne, and Elden Ring. While the game’s post-apocalyptic adventure also takes you to less despondent locales - including ornate palaces, lush forests, brutalist labyrinths, and fiery slums - every world you visit in Remnant 2 contains an example of societal downfall via humankind’s hubris. Remnant 2, the sequel to 2019 sleeper hit Remnant: From the Ashes, was the irradiated straw that broke the two-headed camel’s back. I’m over sepia tones and dusty streets and overgrown vines and corrugated steel shelters and tales of civilization-ending greed passed down from generation to generation. I’m over jaded urban explorers born after the disaster du jour joking about dilapidated billboard advertisements from the Before Times as if they don’t know what coffee is. I believe this card in its current state is simply too overloaded, and its cost would probably need to be pushed to at least seven mana, but even then it would likely still see play.Īnother option to curb frustration would be to region-lock the generated cards (that's to say, making it so that Back Alley Barkeep creates a card only from your deck's two regions, like Ferros Financier does), but I also think that Back Alley Barkeep ’s ability is fun and belongs in the game outside of a competitive environment.I’m over scrappy survivors scavenging supplies in abandoned car parks and office buildings. I like Back Alley Bar 's discount mechanic: a landmark that generates value in the form of a discount has a really cool risk-versus-reward angle – the specific problem with Back Alley Bar is that even if your landmark is destroyed, you are up in mana and card advantage (since even if the landmark is destroyed, you still have a 3/3 unit on the board, plus a created card in hand). I didn’t outplay my opponent if I rolled a Passage Unearned to answer their The Harrowing : I just didn’t deserve this win. This play pattern is so infuriating that I often find myself relieved when my opponent plays the cards they got from the Bar, so I can then stop thinking about what ridiculous pull can save them in this game.Īnd, conversely, winning off a ridiculous Bar pull just makes me feel guilty. Any line you take to play around your opponent having a certain card, loses to another random card that could be there. ![]() That last fact is obviously the worst offender for what I'm talking about here: Back Alley Bar creates so many variables that it is simply a fool's errand to even try and play around the generated cards. Not only does it discount ~80% of the cards you’ll play for the rest of the game, it also summons a 3/3 body that also generates at least one completely random new card (what Woke calls both uncontrolled and inconsistent RNG in his own article about Luck in LoR), with said new cards enjoying the discount that Bar provides. ![]() I think Back Alley Bar was extremely difficult to evaluate at first because it’s a six-mana landmark, which needs to be powerful to see play – but Bar goes well above and beyond. It feels terrible playing against this card, especially when it is played on curve. ![]() This card, on the other hand, is ridiculous. ![]()
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