And that’s what got me interested in Remember Me. A new action
game, with a female protagonist to boot, set in future Paris where people steal
eachother’s memories. Curiosity grew into a strong desire to play it, so once
the price hit a low enough threshold I picked it up. Now I’ve played through
it. So the question is simple; is it worth remembering Remember Me?
The answer, sadly, is no. Not really. Remember Me brings a
lot of interesting ideas to the table, but their execution is off. It has an
interesting world, but never capitalises on it. It brings up interesting
themes, but sidelines them to focus on a fairly basic story, It has a dull
combat system that had potential if they’d just tweaked it. And, most harming
of all, it has some great ideas that are underused, leading to missed
opportunities.
Set in Neo-Paris, year 2084, the powerful Memorize
corporation has created a monopoly on memories through Sensen, a digital
implant everybody has that allows people to interact with their memories.
People can share memories with loved ones, and erase bad ones. Memorize
exploits this by monitoring and collecting people’s memories. Sensen also has
the unfortunate side effect of mutating some people into insane sewer-dwelling
subhumanoids called Leapers. An underground resistance group known as Errorists
are also running amok, trying to bring Memorize down.
For a story and world concerned with treating memories as
commodities, it’s somewhat fitting that Nilin, the protagonist, begins the game
with amnesia. At the game’s onset she escapes from a research facility, with the
assistance of an Errorist named Edge, then embarks on a quest to find her
memory and put a stop to Memorize’s experiments. It’s a fairly basic story,
helped along with an interesting world.
There are a few interesting themes the game briefly touches
on, but disappointingly never delves into. The division between rich and poor
(the slums are prone to Leaper attacks, while the rich are none-the-wiser)
makes up social commentary for the first few levels (where the vastly differing
settings could have been used to make a point). The actions of the Errorists
also bring up some concerns, which are briefly mentioned, but then never get
mentioned again (Nilin spends most of the game just doing as she’s told, only
briefly pondering on the consequences).
The biggest theme the game could have delved into is the
ethics regarding sharing and stealing memories. Nilin, at times, steals and
remixes character’s memories, often having a profound effect on them. This
opens up all sorts of ethical issues but, disappointingly, the game never
bothers to follow that thread. Any concerns about philosophy and ethics are
thrown out so the game can focus on killer mutants rising up from the sewer.
The story, likewise, is mostly a straightforward affair,
with Nilin learning a little about the world, herself and other characters as
she takes steps to bring down Memorize and regain her own memories. There are a
few end-game revelations that have varying effectiveness. Some come as genuine
surprises, while others are plainly silly (the final revelation is profoundly
stupid, leading in to a big dumb final boss).
The visual design is quite fantastic. The slums and sewers
are suitably dirty, filled with trash and graffiti. Conversely, the upper-class
neighbourhoods are exquisite and affluent, with a pleasingly feasible
Europe-but-in-the-future aesthetic. Character models are quite good, with nice
details (though the creepy voluptuous robot servants are odd). The Leapers are a
freaky bunch as well (the Johnny Greenteeth encounter is all sorts of creepy).
The sound design is alright, with futuristic tunes that
often compliment the design. The voice acting however is often embarrassingly
bad. While Nilin and a few of her colleagues perform quite well, just about
every villainous and ancillary character is a hammy, overacting mess. It’s
amplified with some asinine writing (one recurring villain, a corrupt security
guard, talks like a dude-bro, while Leapers sound silly when they talk).
The actual gameplay, sadly, is lacking. There are ideas
here, but their execution is wanting, leaving some missed opportunities. Combat
is a combo-based affair that doesn’t quite work. As you play, you earn
experience you can use to learn ‘Pressens’, which are basic strikes performed
with either the square or triangle button. Pressens come in four varieties;
power deals damage, regen heals you, cooldown reduces the cooldown for special
attacks (more on this later) and amplify simply makes the preceding strike
stronger.
You fill combo templates with strikes you unlock, but it’s a
limited system. There are only four templates (for a 3-hit, 5-hit, 6-hit and
8-hit combo) and you spend most of the game without enough strikes to fill
them. It’s a messy, restrictive system that could have been made much better by
simply allowing players to create their own combos outside of the templates. The
timing for combos is often unclear, leading you to fail a basic combo because
the game thought you were trying to do another one. It doesn’t help that
enemies constantly attack you, meaning you rarely get to finish a combo. There
is a dodge button, and something of a dodge-offset combo feature, but they
don’t help too much. Combos only continue if you hit an enemy with every
strike, causing you to flail around at times.
S-Pressens are special attacks. After dealing a certain
amount of damage, you fill a focus gauge that lets you perform a special move.
These are quite varied, ranging from simply making your hits vastly stronger
for a short time, turning invisible for an insta-kill and hacking robot enemies
to fight for you. After using a special
attack, it will have a cool down period of a minute or two. And this is what
slows down a lot of combat.
The most used one, and the one that essentially breaks the
combat at times, is the DOS Attack, which stuns enemies. DOS Attack is required
to fight every single boss and many recurring mini-boss enemies. Boss enemies
tend to turn invisible, grow shields or teleport, and the only way to opent hem
up for attacks is with DOS Attack. The cooldown for it is a whopping two
minutes. You’re meant to use cooldown pressens to lower the time, but doing so
means you deal minimal damage to bosses. This essentially limits your combos,
turning most boss battles into endurance contests. If the cooldown time was halved
combat would have a much better pace. You also have access to a projectile
weapon, but it’s quite weak with a huge cooldown and is mostly just used for
puzzles.
The game funnels you
from one battle to the next, interspersed with basic Uncharted-style climbing
traversal. There are limited opportunities to search for some of the numerous
collectibles (many of which tend to be in plain sight), so you’re mostly
following a fairly straight path. There are some puzzles, often involving
pressing switches, so they’re mostly busywork. There are to late-game puzzles
that break the pattern, but they’re almost bizarrely obtuse leading to
confusion.
The biggest missed opportunity and the game’s most
interesting – but underused – mechanic is memory remixing. At certain points in
the story, Nilin has to change a person’s personality by delving into their
head, finding an important memory and changing it. These segments act almost
like limited editing software – you view the memory first, then rewind it and
change certain details. You might switch the safety of a gun off, or cause a
computer to malfunction, or unfasten a seatbelt. Each change alters the memory,
and you have to puzzle it out to reach the desired outcome. It’s the game’s
most interesting aspect, yet there’s not enough of it. You only remix memories
four times throughout the game. These segments also bring up massive ethical
implications that, as stated before, simply never get addressed.
Remember Me has a lot of good ideas, but most haven’t
successfully bridged the gap between concept and execution. It’s a game of
small disappointments, missed opportunities and brief, underused moments of
greatness. With tweaking and improvement it could have been something special,
but as it stands Remember Me ends up being mostly forgettable. If found it at a
bargain price though, I’d recommend trying it out, if only to just see the
missed potential.
No comments:
Post a Comment