The recently launched The Dark Horizon DLC for Remnant 2 marks one of the finest achievements from Gunfire Games. This expansion not only enhances the game’s verticality but also introduces some truly captivating and challenging boss fights. To further delight players, the developers have included the much-anticipated Boss Rush mode in this final expansion.
As an avid fan of Remnant 2 and Gunfire Games’ previous titles such as the Darksiders series, I was eager to learn about the creative influences behind the game’s design, characters, and environments. Fortunately, I had the chance to converse with David Adams, the Game Director and President of Gunfire Games.
David shared a wealth of insights regarding the creative process behind Remnant 2, its unique creatures, and the recent story expansion—The Dark Horizon.
Insights from Game Director David Adams on Remnant 2, its DLC, and creature design
Q1: My first question is for Colin. Colin, can you tell us how you and your team initially conceived the design of the creatures and bosses for the original Remnant? At the time of Remnant: From the Ashes launch, there wasn’t a game in the souls-like genre that explored a post-apocalyptic setting like this. Where did your inspiration for the world of Remnant come from—games, movies, books, or other media?
David: Our inspirations are varied and numerous. It’s tough to single out any one source. The charm of Remnant lies in its ability to transport players across any conceivable world through the world stone. We’ve drawn from a diverse range of influences—everything from Dune to Pan’s Labyrinth, Resident Evil, Dungeons & Dragons, and beyond. We set all these inspirations within a post-apocalyptic Earth, creating connections through imaginative world-hopping mechanics.
For boss designs, particularly for the first game, our concept team produced numerous thumbnails, using images that inspired us to create unique and appealing bosses. While some designs began with a clear vision, it’s often a collaborative effort where one idea sparks another.
Q2: One of the standout elements of Remnant 2 that captivated me is the combat system. Unlike Gunfire’s previous works like Darksiders, Remnant adopts a distinct third-person shooter style. What inspired this shift to the shooter genre?
David: Personally, after my work on Darksiders 1 and 2, I found myself yearning to create a shooter. I was heavily influenced by Resident Evil 4—a remarkable game known for its unique pacing and gunplay. As we developed Remnant, we aimed to differentiate it from the plethora of shooters available, striving to create something that felt distinctly our own.
Q3: The map of The Dark Horizon DLC significantly enhances not only the base game N’Erud but also previous expansions. The increased verticality in the map design is particularly impressive. What drove your team to adopt this more vertical approach for the final expansion?
David: This time around, we crafted hand-designed overworld zones for the DLC, as opposed to the randomized system used in the base game. While there were vertical elements in earlier maps like Losomn and Yaesha, they were somewhat constrained. With our hand-crafted design, we fully embraced verticality, and in N’Erud, we truly went all out.
Q4: The bosses in Remnant 2 are one of my favorite features, right after the combat mechanism and art style, which makes the anticipation for Boss Rush mode even more thrilling. Could you outline how the team approaches boss design for both the base game and expansions? I’ve noticed some resemblances with bosses from Darksiders, like the Mother Mind and the Wailing Host.
David: A multitude of factors influence boss design. Sometimes it’s more about mechanics, while other times, we pursue concepts that simply seem “cool.” A well-crafted boss fight ought to be memorable, acting as the climax of a player’s journey—after traversing through dungeons, leveling up gear, and facing challenges, the ultimate reward is conquering a boss that feels significant and showcases something spectacular. Regarding the similarities, I can assure you that any resemblance is purely coincidental. I believe the designer for Mother Mind wasn’t even in high school when I implemented the Wailing Host in Darksiders 2! (laughs)
Q5: The final expansion introduces Boss Rush mode! Was this concept part of your initial plans for the expansion? Any encouraging words for players eager to tackle Boss Rush and The Dark Horizon next week?
David: Was it planned? Not exactly. We always entertained the notion of potentially adding new game modes, but our primary focus was on completing the base game. After finishing DLC1 and during the development of DLC2, we felt it was an opportune moment to explore a new mode. We previously had Survivor mode in Remnant 1, which was a rogue-like where players started fresh each run. This time, we decided to let players utilize existing characters, which led us to Boss Rush.
Q6: Now that Remnant 2 and its trilogy of expansions are complete, what can we expect next from Gunfire Games?
David: Exciting things are on the horizon, but you’ll have to stay tuned!
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