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Gunfire Games made its soulslike shooter fairer without making it softer

Remnant II review: a hard co-op third-person shooter from Gunfire Games where dying is instruction, scoring 8.3/10 on Xbox, PC, and PS5.

By mitch·5 min read
A warrior slides down a crumbling stone corridor as the world shifts around him.

Remnant II asks a lot of its players. It wants them to die, learn a pattern, and come back. It wants them to bring friends. Gunfire Games built the sequel to Remnant: From the Ashes around that bargain, and the result is a shooter that treats failure as instruction rather than punishment.

The game is out on Xbox Series X|S, PC, and PlayStation 5. It is a third-person shooter with role-playing bones, built for one player or three. Gearbox Publishing put it out in 2023. The published critical score sits at 8.3 out of 10 across six outlets, and that number holds up.

Trailer, via Remnant 2.

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The Root, Ward 13, and the World Stone

The premise is grim and clean. A plant-like species called the Root has spread across the world like a virus. A lone survivor, the Traveler, gets pulled out of the wreckage and brought to Ward 13, the last refuge left standing.

Inside Ward 13, the Traveler finds the World Stone. The crystal opens portals to other realms. When companions vanish through it, the mission starts. The Traveler crosses hostile worlds — Root-choked forests, a planet-sized starship — looking for the missing and hunting a way to stop the Root before it swallows everything.

Along the way there is the Keeper, a guardian who becomes an ally. That is the spine of the story, and it is thin in the way these games usually are. The worlds carry more weight than the plot does.

God-like bosses and the worlds between them

Remnant II pits survivors of humanity against new deadly creatures and god-like bosses. The summary is blunt about the scale, and the game delivers on it. Each world has its own weather and its own rules. The starship is the standout, a setting so large it stops feeling like a level and starts feeling like a place.

Combat rewards patience. Players who charge in alone will not last. The game expects them to rely on their own skills and those of their team to overcome the toughest challenges and stave off humanity’s extinction. That line is doing real work. It is the design thesis, not marketing copy.

The third-person camera keeps the action readable. You can see what is flanking you, which matters when two other players are drawing fire somewhere else. Shooter, RPG, and adventure are all listed as genres, and none of them is a stretch. There are builds to make, gear to chase, and fights that punish a bad loadout.

Play solo or co-op with two other friends to explore the depths of the unknown to stop an evil from destroying reality itself.

Co-op is where Remnant II becomes something better than competent. Three players splitting aggro, reviving each other, and calling out a boss pattern is a different game than the one a solo player gets. The single-player mode works. The co-op mode is the reason to keep the disc.

What the 8.3 actually measures

Six outlets is a small sample. That is worth saying plainly. An 8.3 from six critics is a signal, not a census, and anyone treating it as settled consensus is reading more into the number than it can carry.

What the score does capture is a game that is very good at one thing and honest about the rest. The combat loop is tight. The worlds are strange enough to be worth walking through. The story is serviceable and forgettable, which is the trade most games in this genre make and few admit.

Remnant II is not trying to be a narrative landmark. It is trying to be a hard, cooperative shooter with enough systems underneath to keep three people arguing about gear for a hundred hours. On that goal, it succeeds.

The case for bringing two friends

The sequel problem is real. Remnant: From the Ashes sold well, and sequels to well-selling games often arrive bloated, padded with systems nobody asked for. Remnant II avoids most of that. It is bigger, but the additions serve the fights rather than the menus.

The difficulty is the point. Bosses are meant to be studied, not brute-forced. That design choice will lose some players in the first hour and keep others for a year. It is a fair trade. A game that respects its own combat this much earns the patience it demands.

The Root is a good enemy for this reason. It spreads. It does not negotiate. It gives the player a clear thing to push back against, and the game never muddies that with a twist it cannot support.

The Keeper is the one character who suggests the story could have carried more. A guardian with that much weight should get more room than the game gives. Instead, the Traveler’s search for the missing does the heavy lifting, and it works well enough to move you from world to world.

What matters here is the loop, not the lore. The lore is furniture. The fights are the house.

Remnant II lands at 8.3 out of 10. That is the right number for a game that knows exactly what it is and does it well. It is not a masterpiece, and it never pretends to be. It is a hard, generous, cooperative shooter with worlds worth the trip and bosses worth the grudge. Play it with two friends. Play it on Xbox Series X|S, PC, or PlayStation 5. Just do not play it alone the first time.

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