November 24, 2013
Movie Review By: Mr. Roboto
Released Date:June 3, 2013
Developed by: DONTNOD Entertainment
Published by: Capcom
Platforms: Windows, XBox 360, Playstation 3
Degree of Cyberpunk Visuals: High
Correlation to Cyberpunk Themes: High
Note: This is a rewrite of the original article posed on Novemer 24. Explanation in the last paragraph.
Overview: I had some high hopes for Remember Me, Capcom’s memory-stealing, ass-kicking, knuckle-duster. Now I’m wondering if I want to purge this game from my databanks. Somehow, they managed to take a bleeding edge cyberpunk idea, add some excellent visuals to hook you, and implement what can only be described as some bad ideas that bring down much of what’s good about this game.
But let’s try to highlight better aspects of Remember Me, mainly the story and visuals:
The Story: In Paris (now Neo-Paris) 2084, the Memorize corporation has risen to dominance thanks to its Sensation Engine (Sensen) brain implant that allows people to share memories as part of a futuristic social network. Sensen can also be used to alter or even delete memories, affecting how people act. This alteration capability has not gone unnoticed by the “Errorist” movement, who sees this ability as a form of mind control (figuratively and literally) and seek to end Memorize’s operations.
Nilin is a “memory-hunter”, someone who can steal and alter (”remix”) memories. She was caught by Memorize’s S.A.B.R.E. Force, as part of their campaign to end the errorist movement, and taken to La Bastille to have her memories removed. But Edge, the errorist leader, helps her escape and is now trying to help her recover her memories before a final assault to take down Memorize.
What has been seen… The visuals of Remember Me is some sweet eye-candy. The differences between Slum 404 and sewers, and Saint-Michel district and Memorize’s headquarters are certainly stark enough in contrast. The slum areas certainly look like DIY constructs.
It certainly all looks inviting enough to explore. But that’s where one of the game’s problems come in: Limited exploration. All too often, the path you have to walk is linear with only a few branch areas where some upgrade “patches” might be hidden (in that case, a “clue” presents itself to show where the patches are). You will encounter some obstacles, so Nilin becomes a sort of “Spider babe” who is able to climb up and slide down ladders and pipes, shimmy across ledges a-la Ninja Warrior “Cliffhanger”, and even jump across bottomless pits between ledges. Arrows show the way to go, and if necessary and “aug-eye” clue can be called upon to show you the way. Helpful, but it’s no fun for more adventurous explorers.
As a memory hunter, Nilin has the ability to “remix” memories. This ability can have a dramatic effect on your target like turning a vicious enemy into an ally… IF it’s done right.
Control out of control. For those of you expecting a first person shooter, let me break the news to you: This isn’t a shooter, and it’s not first-person. Remember Me is third-person, from-behind, like Tomb Raider. And it’s a beat-em-up fighting game (think “Double Dragon”). I tend to prefer first-person games, but third-person can work for me… IF things work out right. Unfortunately, like many third-person games, the “camera” used tend to cause problems itself. Clipping, obstructions, and inability to fully control the camera (particularly when hanging off ledges) can make for some serious frustration, especially during the fights.
Speaking of fights, that’s where I had some serious problems. To start, you use the game’s “Combo Lab” to construct your own combo of punch-and-kick “pressens” that can do extra damage, heal yourself, or allow you to use special “Super Pressens” (S-Prssens) sooner and more often. Think carefully when making your combos as the pressens only do their magic if you do the combos correctly, otherwise your fighting skills become nothing more than a pointless exercise in button mashing. Another problem is that the combos are “predetermined,” meaning that the pattern of punches and kicks are already decided for you. You just decide what pressen those attacks are.
As for the fighting itself, it’s all about rhythm as ekkko points out in the comments. I was finally able to get past a fight with mourner leapers thanks to ekkko’s tip, though I did have to die another half-dozen times more before I saw an attack pattern being used, then it was the mourner leaper’s turn to get their asses handed to them. After that, it was smooth sailing through the end, except for a couple of “puzzles” to solve near the end. No more watching Nilin die during fights.
Conclusion: Remember Me had the potential to be a great cyberpunk game, possibly ten stars. It had a story line with some twists to make you want to stay until the end. It had the visuals to make the story come alive. But lack of exploration, a wonky camera, and limited combo customization should make you reconsider whether you want Remember Me to take up memory space on your systems.
NOTE: I originally blogged RM while in a state of rage due to an inability to get past a point late in the game. Do NOT try that at home! After a break and ekkko’s hint (and a few more deaths before discovering a pattern), I did make it past and finish easily. With calmer headspace prevailing, I saw fit to revise RM’s rating from 2 to 4 stars. The issues of the camera, premade combos, and no exploration still hold the game back though.