It’s actually not all that customizable.
You basically have up to four different combos (sets of button presses you cannot change) and a list of moves that you can assign to each of the buttons. The moves are all physically different but mechanically equivalent, take the same time, etc… the only difference being the effect they apply to the enemy (whether it’s more damage, health leech, super-move cooldown…)
Yup. And while the concept is very nice, in execution they’re not that interesting in the end.
Been playing it at a friend’s over the weekend, I think we played through 70% of the game.
I’m really, *really *fond of the art and music direction. The architecture of Neo-Paris, the sights, the way Nilin moves, the neo-18th century fashion… it’s all fantastic (and as a resident of Paleo-Paris, I got a real kick out of niticing all the little touches they’ve added to make it feel like Paris, from the Haussman rooftops, to the Morris columns, even to the way advertising posters (particularly the “red light” kind tend to be clustered all together and on top of each other). I actually went and checked whether Enki Bilal was involved in the project, because it’s very reminiscent of his visual novels (he wasn’t).
I also dig the augmented reality shtick, and the fact that they didn’t even bother trying to explain or even tech-speak what Nilin can do - they could have gone the MGS route of “nanomachines as far as the eye can see !”, or “mass effects, it’s all done via mass effects”, but they didn’t even try. You can move crates with a geometric shape in primary colours that appears on your arm when you need to, and that’s it, that’s just something people do in 2084. Neither the expospeak mentor character nor the heroine comment on it: it’s just something that’s mundane to them. I like that.
Now, having gushed all over the packaging, I have to admit, the “game” part of the game is… kinda meh. Like most games trying to do many things or be many games at once (in this case, Prince of Persia meets Arkham Asylum meets Deus Ex’s stealth sections meets some kind of adventure game with a rewind mechanic), each element is kind of sloppy:
The platforming is easy, and it’s one part where the augmented reality shtick becomes almost insulting, with giant orange arrows pointing at whichever ledge you’re supposed to jump next. Not that it matters since it is, at all times, the only ledge you can jump to from where you are. Assassin’s Creed free-running this is not. Shame, because Neo-Paris would have begged for some some parkouring.
The combat is kind of confusing, albeit rewarding once you get the hang of it. I’ve already covered the relatively bare-bones combo system, and there’s another “problem” : unlike Arkham City or Assassin’s Creed, where enemies are polite and rush you one at a time, in Remember Me they’ll all mob you for reals, interrupting your combos and knocking you to the ground, often. Unless you master the counter-intuitive dodging system and the special moves. I’m still not sure whether that’s a good or a bad thing. I really like the boss fights though, most of them are both visually impressive (naturally) and mechanically interesting.
The stealth is like every stealth section you’ve ever seen in a game that wasn’t a dedicated stealth game : frustrating, trial-and-error, if-you-get-seen-once-you’re-dead bullshit. Thankfully, there’s not too much of it.
The memory remixes are disappointing. It’s basically a trial-and-error process, change this one element of the memory, see what it changes, change another thing etc… until you get the result you want. Very cool concept, excellent packaging, meh mechanic. That’s the name of the game, style over substance.
All in all, it’s the definition of a rental game, or a Let’s Play game. Extremely cool to watch, cool to play over a weekend, but not something you’ll revisit every other year for the memories (ha!).