Remnant 2’s second DLC expansion, The Forgotten Kingdom, launches today, bringing us back once again to the mystical, dangerous jungle world of Yaesha. As the only returning world from the original Remnant, Yaesha has some of the deepest lore and most interesting mysteries in the series. We🔯 spoke with game director David Adams to learn more about the story, influences, and new enemies that bring The Forgotten Kingdom to life.

TheGamer: Can you explain a bit about what we'll experience in The Forgotten Kingdom and how this new area is different from the parts of Yaesha we've already seen?

David Adams: 🐈“I don’t want to spoil too much of the DLC but, with The Forgotten Kingdom, we wanted to explore some other aspects of Pan society that we haven’t touched upon up until this point. We’ve been talking about the Pan empress for several games now, and you finally got to meet her in base Remnant II. But we wanted to leave the Emp🅰ress behind, and touch on some more disparate aspects of Pan society.

TG: Why did you decide to return to Yaesha in Remnant II rather than introduce all new worlds?𒁃 Did it feel like Yaesha had more to explore than the other Remnant worlds?

Adams: Our plan from the 🎉beginning was to expand each of the world’s from the base game with an additional storyline. From a scope perspective this includes enough content to play that storyline with all new content – new mini bosses, new side dungeons and quests, new enemies and a new world Boss. We tried to make them ‘feel’ as different as possible, while still being anchored within the same world.

On top of this, we’ve added free content along the way. More aberrations, more weapons – and we have some even bigger tricks up our sleeves that we plan to relꦐease in thཧe upcoming months independent of the planned third DLC.

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TG: What are some of the main influences behind each of the worlds i🐬🥀n Remnant II, and Yaesha in particular? Did those influences change or evolve between Remnant 1 Yaesha and Remnant II Yaesha?

Adams: Honestly, the original inspiration for Yaesha was the movie Pan’s Labyrinth. Obviously, we took a lot of twists and turns but that’s where we started. Yaesha goes all the way back to a VR gam🐎e we made called Chronos, where the protagonist visited Yaesha and killed its guardian, ultimately dooming the world to be invaded by the Root. In Remnant: From the Ashes, you saw the very beginnings of that invasion, and in Remnant II the invasion is in full force. This has allowed us to evolve Yaesha over time. For the DLC, we actually wanted to explore an area of Yaesha still not completely overrun by the Root, and this allowed us to get back to the more untouched aspect of Yaesha – in an area deep in the jungle where most Pan in Remnant: From the Ashes and Remnant II have never been.

TG: Were the concepts for monsters and bosses developed before, after, or concurrently with the design and theme of the world? How do the new monsters and bosses in The Forgotten Kingdom play into the new area's themes?

Adams: The creatures and bosses all extended from the storyline for the DLC. Again, without getting into spoiler territory we had a creature in Chronos and Remnant II that is a sort of animated statue. If you read one of the books, a mad Pan priest calls th꧃em the ‘Living Stone.’ We wanted to explore the mythology and origins behind this, and that drove a lot of the creature design.

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TG: Remnant II's maps were much bigger and more static than Remnant 1, and the Awakened King map was entirely hand-crafted. Why shift away from the puzzle-piece procedural style of Remnant 1 and can we expect The Forgotten Kingdom to have a similar structure to the Awakened King?

Adams: For the DLC we wanted to try some♋thing different. The disadvantage of the randomized overworld maps in Remnant: From the Ashes and Remnant II is that it is very hard to do compelling environmental storytelling. Also, since the overworld was treated the same way as a dungeon, the overworlds tended to feel not much different than every other dungeon. So, from a player perspective, it was like you just went from one dungeon to the next, to the next. With a static more open overworld design, we were able to do more visual storytelling both through the art and the layouts, but we were also able to do something that felt more like an ‘overworld.

TG: Are there things♉ in The Forgotten Kingdom that came to be as a result of feedback about Remnant II or The Awakened King?

Adams: That’s a good question… I think the simple answer is yes. Every time we release a piece of content, we pay attention to what people liked or didn’t like about it. Our progression guys look at what builds people are playing, and where they think t🥀hey could fill holes to inject more variety. All of this effects creature design, boss design, quests, items and even archetypes for future content.

The Forgotten Kingdom launches today on PC, PS5, and Xbox Seri𓆏es X/S.

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