Remember
Me is brimming with promise. It desperately wants to play up some big
ideas – the fallibility of memory, the constructed nature of identity –
and while its ambition is admirable, sadly its best ideas don’t really
find their way into the gameplay itself. They’re limited, on the whole,
to ponderous cutscenes, while the action between is straightforward and
not terribly well executed. Similarly, the world that’s been created is
vibrant and distinctive – a futuristic version of Paris where memories
have become digital commodities, huge corporations have dubious access
to everyone’s past, and junkies addicted to the recollections of others
subsist in the fetid sewers. It’s an intriguing dystopia where the mind
has soured, but we never really get to explore it.
Remember Me only occasionally makes the most of its
interesting subject matter to make us feel like the skilled manipulator
of memories that our character, Nilin, is supposed to be. These are the
Memory Remix sequences, of which there are just four in the entire game.
In these sections you don’t control Nilin directly – instead you scrub
through an interactive timeline of someone else’s past, changing
seemingly insignificant details to effectively rewrite their
recollection of history. In one sequence, for instance, you must make
your target believe they've murdered someone they love – there are
different ways of achieving this, but one step involves removing the
safety catch from a handgun. Even though there’s a significant element
of trial and error to these sections, they work really well – I felt
like I was dabbling with the memories of others, reshaping their version
of reality. The scrubbing through the past works fantastically well,
and it’s during these four sequences that Remember Me really feels like a distinctive experience.
But again, Memory Remixes are few and far between. The bulk of Remember Me’s gameplay is composed of competent but unremarkable combat and some quite bland platforming sections.
Combat just isn’t expressive, and
consists largely of learning four pretty straightforward combos. Simple
combat can be satisfying – take Rocksteady’s Batman games, for example –
but Remember Me forgets to include a parry system, so it constantly
makes me feel like I'm evading my attackers instead of taking them on.
Equally disappointing, Nilin’s fighting style isn’t that interesting to
watch, and barring a huge mech that projects an image from a
black-and-white movie as its mouth, ironically none of these enemies are
very memorable.
What nuance there is to combat comes from entering the
Combo Lab, a place where you can freely customise your attacks with
effects that inflict damage, regenerate health, or cool down one of your
more powerful attacks. If, say, you’re extremely low on health, it’s
useful to jump into the Combo Lab and quickly construct an attack
entirely composed of "Regen Pressens" to restore part of your health
with every attack. This system does make the relentless combat
situations a tad more interesting, as you actually have to tinker with
your combos when facing particular types enemies early on. But once I
unlocked enough Pressens to dedicate a combo to each perk, I pretty much
forgot about visiting the Combo Lab ever again.
Combat gains a touch of variety in the form of S-Pressens,
extremely powerful attacks that are gradually unlocked. But while they
provide nice visual flourishes, they don’t really add much to gameplay
in general. They’re solutions, you see – special moves designed with a
very particular enemy or situation in mind. Sensen D.O.S reveals
invisible enemies and cancels special powers, and unsurprisingly you’ll
only ever use it when you meet this particularly type of foe. It’s
because they don’t elegantly fold into the existent combat system,
granting you more creativity; they each have quite long cooldown
periods, making it impossible to integrate them into your fighting
style.
When you’re not fighting, you’re climbing – up drain pipes,
across window ledges, and between rooftops – but none of this traversal
is remotely exciting. There’s no suspense. Nilin makes every jump. Even
if you’ve slightly misjudged the distance, don’t worry: you’ll be
pulled, almost magnetically, towards your destination. But what’s most
undermining is the pair of orange chevrons that constantly tells you
which ledge you should jump to next. It’s meant as benevolent reminder,
I’m sure... but it’s so insistent, so vibrant, that it has quite a
destructive effect on the atmosphere. I involuntarily focused on it so
intently that the world around Nilin began to fade – all I saw is that
nagging sign beckoning me to the next ledge. I want to explore, to
rummage around in all of the interesting shops and back alleys, but
there’s no scope to do so – those orange markings are always waiting,
ready to move you along.
It’s such a shame, because I’m genuinely curious about the
world of Remember Me. The decline of its city into madness and the
plight of its forgetful people is suggested in the lovingly crafted
cutscenes. Each shop sign has been thoughtfully designed, the camera
angle is artfully controlled – but it all lacks a degree of real
interactivity to really flesh out this intriguing dystopia. Gameplay is
perfectly competent – it all works, I hit no significant glitches – but
it fails to really satisfy or thrill, and after a while, fighting horde
after horde of similar enemies becomes tedious.
The Verdict
Remember Me is a likeable, even admirable game
that tells a deeply personal story in a thoughtfully-fashioned world
populated by richly detailed character models. But ultimately, it failed
to challenge or excite me as a game, as all of its best ideas are
confined to its overarching fiction rather than its gameplay. I rarely
felt like a Memory Hunter except for the few Memory Remix sections. I’d
love to spend time in this world sampling its fiction and tasting some
of its ideas, but unfortunately I can’t say the same for the game, which
is very forgettable.
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