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The Last Remnant

The Last Remnant
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The Last Remnant - Game Review (PC)


By Emanuel Avram
Published: April 30, 2009
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The Last Remnant had a strange little history around here, and is somewhat subject to myths and legends already. We wanted to write about it when it was originally launched on the Xbox 360, but because of some technical reasons that never happened. A few months later, we gave it another shot but the reviewer never got to finish that article.

As I'm a Final Fantasy fan, I couldn't be happier when I saw a Square Enix game is finally coming to PC. But of course, the game wouldn't work at first for some odd reason. I was on the brink of abandoning it, when I finally found out what was wrong with my PC. So with everything fixed I finally managed to start the game, and a couple of weeks later, you're "lucky" enough to read this review. Let's hope it's not that bad - fingers crossed.

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Remnant is an odd little big game, a bold step forward for Square Enix in many directions, with a few inherent problems of its own - that's what you get if you make too many changes - but overall a pleasant experience and a big teaser for me for the upcoming Final Fantasy XIII.

The biggest surprise is the PC version, naturally; Square hasn't made the effort to bring one of its games to this platform since the golden days of Cloud and Aeris. And I know some may disagree, but I'm a strong supporter of the PC, and think the huge success of Final Fantasy VII was in part due to many who didn't have a PlayStation 2 got to experience the game.

This was all possible because of the smart acquisition of the Unreal Engine for all the company's future projects. Starting from a decently solid ground foundation, Square shortened development time and expanded to more platforms. Being the first title with this engine however brought some problems of their own: performance issues coupled with frame rate drops for massive scale battles and really long and often loading times.

PC of course doesn't compare to Xbox 360, and suffers the least from these flaws; sadly, they are still there.

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What the engine did allow was some incredible texture, landscapes and good looking characters and monsters all over. Not all of the game looks great, not all of the time, but there are moments when it really shines. I assume this is a learning process for the developers, and they can only get better at it in the future.

But as I told you, this isn't the only big change for Square. Remnant features one of the most unique battle systems, a squad based combat involving battlegroups called unions. Up to five members can take part of a group, and while you can alter their tactical position and mix and match the members in any way you like you have no direct control over them during battle.

There are no random encounters, and Rush Sykes' time slowing ability allows you to catch lurking monsters off-guard to gain an advantage in morale.

Morale plays an important part during battle, and killing waves of enemy forces will raise your morale bar, positioned on the top of your screen. Higher morale means more devastating attacks and an increased critical strike chance for your units. Of course, it's quite nasty if you get caught from behind by surprise or you keep taking a lot of damage.



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