Remember Me: A great game concept hidden among
hours of the same old
The Aftermath
For specific demographics:
Final verdict
For more on the Pledge/Turn/Prestige/Aftermath Review structure, check out: http://criticalh1t.blogspot.in/2015/06/the-prestige-and-meaningful-game-reviews.html
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When in Neo-France, a screenshot with the Eiffel Tower is obligatory |
Remember Me is a beautiful
looking futuristic dystopian platformer/brawler/puzzler with an exceptional
lore that you will probably never enjoy to its potential. While the game deals
with meaningful questions, ‘What could the world look like if you could store,
share and repress memories?’ it fails to leverage this angle, and most
(admittedly good) backstory is relegated to hidden lore finds which are a chore
to locate, and which you likely will not find all of within a playthrough, artificially
depriving story lovers of their lore, while rewarding game environment
explorers who most likely could care less for it.
If anyone would ask for a
game where the art is incredible, but the game part itself is deeply flawed to
a fault, this would be at the front of my mind. Across the 11 hours the
campaign lasts, expect to be let down by torturous design choices in combat and
platforming, which isn’t to say that it’s unplayable, only that it’s very
grinding in its nature.
Despite the game’s plea in its
very name, to be remembered, there are exactly and only four sequences you will
genuinely care about. However, those four are such exceptional representations
of the creativity of gaming as a medium that they will remain in my mind as a
standout innovation, and as such I was coerced to bear with the lackluster 10 ‘in
between’ hours just for the one hour of gaming delight of those sequences. What
separates these Memory Remix segments from the rest of the game, and other
media as a whole? You actually have to
play the game to enjoy them, watching a YouTube video cannot do them justice.
In my opinion, if the designers had just made the entire game around those type
of sequences, added more, and fleshed out the concept further, it would have
been an entirely different game altogether, and much the better for it.
The Pledge
Begin as a clueless,
mind-wiped prisoner in the Bastille of 2084, see the world for what it has
become in the face of memory altering and sharing technology, and instigate a
revolution to return the world to the natural order of things while restoring
your memory along the way. Achieved through jumping around town through strange
shortcuts, defending yourself at every turn in a world where law enforcement
seems to have forgotten about guns, and everyone knows Kung Fu. Mixed martial
arts is apparently the fighter’s weapon of choice in 2084 and most enemies are
all too happy to show off their haymaker, which feels out of place in the
future. A mind hacking mini-game would have made more sense. Anyway, after
escaping from prison and finding your tools, you use your unique memory hacking
skills to change people’s point of views for your advantage, and steal memories
from others where required.
The Turn
You will be performing
multiple acts of infiltration and sabotage across the city, under the watchful
eye of a mysterious handler whose personal motivations are suspect (are they
exploiting your mind-wiped memory for right or for wrong). This for the most
part means jumping, shimmying, and punching your way around town while facing
the odd boss fight. Explorers are rewarded with health and mana upgrades, and the
aforementioned lore packages.
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The Power Attacks menu, also a very inconveniently timed combat segment that makes little sense other than 'Oh story's ending, might as well throw in another fight' |
Unfortunately, both
platforming and combat feel like a chore, and you will be bored soon by the
repetitive nature of your actions. Again, and again, and again. Pathways are
mostly linear, though there are a couple of moments where you are confused
about the next step and after a short wait, the game points you in the right
direction. There are around 14 types of enemies, which will make you vary your approach,
but not radically. Combat depends on landing combination attacks on enemies, and
demands motion. Unfortunately, with no block feature and dodging cancelling
your combos, this again makes fights last longer than they should. You unlock
special charged moves which then have inane wait times to retry, which will
force you once again to either wait (during combat), or try and land combos
that reduce timers. A chore.
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He probably isn't coming over to shake hands |
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My least favorite boss fight of recent memory |
Boss fights are typically
not fun, and the punishment for failing a mandatory Quick Time Event (QTE)
segment at the end of a boss fight is being kicked back the moment before the
QTE, with the boss back to their last heath bar. This forces you to retrace a
painfully dull combat sequence again and again, requiring inane requirements
just to re-trigger the QTE. Should you die doing this, it’s back to square zero
or the boss’s most recent health bar. At one point two thirds through the game,
I seriously considered just quitting because of the frustration of such a badly
designed boss mechanic. At the end, the lure of the memory remixes forced me to
carry on.
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The first time you experience the sensation of playing with memories, an excellent and novel game element |
The Memory Remixes remain the
shining highlight of the game, wherein you watch a short video sequence, and
rewind it to find moments in which you can change a circumstance – the location
of a box or the safety on a gun – and create a newly fabricated memory,
changing the world view of the target individual radically. The designers did a
great job in making your tweaks feel impactful, and a clever input mode in this
mode and its outcome – making permanent allies out of enemies - makes you feel
a bit like an operative in a super-secret futuristic crime unit, in a good way.
Whoever came up with this concept deserves a pat on their back.
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One of the possible outcomes of playing with memories |
Non-exploration driven
puzzles range from extremely simple to slightly challenging, and you will end
up questioning the intellect of both security system designers in the future,
and game designers in the past. At times, you will find a screen indicating the
location of a Cache of hidden upgrade parts, which often takes more time to
memorize than it takes to find the part. Worse, you may not find anything
resembling the target description before you find the last passageway locked
off due to progression, not a fun design choice, again.
At every step however, the
vistas are beautifully detailed and you will find yourself stopping from time
to time to enjoy the look of the entire game, which is very pleasant on the
eyes – colorful and grand at the same time. This is definitely a game that
looks better than it plays.
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The vistas are gorgeous throughout the game |
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Just here for the art |
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Look at all those meaningless art assets, less of these and more ReMixes next time, please!
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The Prestige
At the end of your journey
you regain your memories, and gain conviction for your actions. Through skillful
memory manipulation you have the opportunity to change the worldview of key
individuals and help bring back a sense of reality. As expected, there is a
twist at the end, but all is wrapped up in time for supper and few loose ends
are left behind. There is a fair bit of emotional poignancy in the ending, and
that is to its credit.
The Aftermath
End of story, the only
option forward is to replay from the start.
For specific demographics:
Price sensitive: If
you want to try out an amazing new mechanic hidden behind hours of waiting, go
for it on sale. Otherwise, there are better ways to spend your time and money.
Genre sensitive: Good
lore where available, visuals say a lot more than anything else in this jaunt. This
won’t be a must experience of sci-fi/memory enthusiasts any time soon, but it
is still a competent manifestation.
Replay enthusiasts: Not
much to see here, maybe a few more lore items if you care, otherwise you really
don’t want to be replaying this one.
Diversity seekers: If you’ve played a
lot of games, you will love the Remixes, and pretty much not care about the
rest
Those with older systems: Fairly
graphics intensive, will not be kind at 1080p with older systems, usually an
insane amount of polygons on the screen
Art lovers: A
lot here to love
Final verdict
A flawed game which many
will skip, but hiding a few moments of excellence seasoned gamers will remember
fondly
Game: Remember Me
Developer: Dontnod
Entertainment
Launch Date: 3rd June, 2013
Time for one playthrough: 11 Hours
Time Reviewed: 11 Hours
Get it on: Steam
Price: $30 on Steam, has
reached $6 during sales
For more on the Pledge/Turn/Prestige/Aftermath Review structure, check out: http://criticalh1t.blogspot.in/2015/06/the-prestige-and-meaningful-game-reviews.html
Very refreshing and entertaining.
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