Wot I Think: Remember Me


Remember Me is a sci-fi action game from Capcom and French dev DONTNOD, and it is about doing unpleasant things to people’s memories and punching other people. Mostly punching people, to be honest. Let’s see I can totally recall what I thought of it.

I know exactly what you’re thinking. You’re thinking “‘Remember Me’ refers to this Capcom action game’s plot and theme, concerning the technological manipulation, trade and abuse of memories in futuristic France.” You are incorrect. It actually refers to trying to remember lots of button combinations. The subtitle was originally going to be “No? Then you’re going to be rubbish at this game.” Check Capcom’s United States Patent and Trademark Office registration for this game, you’ll see.

Yes, this is one of those proverbial games of two halves. One half is punching, which I’ll come back to in a bit. The other half, on paper the most compelling to me and I suspect to a fair few of you, concerns dark science-fictional memory hacking in Neo-Paris. Remember Me sort of gestures broadly towards concepts of what memory, and with it identity, really means, especially when any memory can be altered, and has some fun depicting a society wherein the wealthy are hooked on being able to relive memories of positive experiences (primarily sex, as well as that hormonal condition you humans call ‘love’) on demand, while the memory-harvested poor are murderous, babble-spouting ghouls living in slums and sewers.

It’s very much a classical science fiction high concept – what if you could buy someone else’s memories? – but if you’re hoping for a homage to 80s camp, I’m afraid it’s a lot more like Colin Farrell Total Recall 2012 than Arnie Total Recall. An 80s sci-fi touchstone whose influence is very much apparent is Blade Runner – pan-ethnic fusion culture, giant light-billboards, metropolitan ultra-sprawl and the juxtaposition of gleaming high-tech with urban squalor and ruin. Very nice to look at indeed, and like BioShock: Infinite it’s one of those games where the artists look to have been free to indulge themselves, but in both plot and tone it does feel like it’s a collection of hoary old sci-fi tropes bolted together and then painted in particularly shiny colours.

Paris in the future is Neo-Paris, because obviously in the future all city names in the future will be prefixed with Neo- in the future, areas have names like ‘Slum 404’ and characters are called things like ‘Bad Request.’ In the future, everyone’s obsessed with antiquated website error terminology, apparently. It’s the future, you see. It’s just all so obvious, like the only film whoever came up with that stuff has ever seen was Tron Legacy.

The cast, meanwhile, spout mountains of Neo-Fromage and struggle to attain more depth than a slice of deli counter ham. While extreme amounts of effort seem to have gone into the visually engaging levels, all distinctively Parisian streets gone to seed or overlaid with holographic ads and brightly-coloured C-3POlikes, the words and ideas supporting that are a mess of well-intentioned but rather obvious cliches.

Two aspects of the game rise above that. Firstly, the playable character, the action hero of the piece, is a woman of mixed ethnicity, and the game doesn’t feel it has to draw attention to either of those attributes. Enemies aren’t aghast or amused that they’re fighting a woman, she doesn’t have to go on some journey of self-discovery in order to become magically capable of punching people to death, the camera doesn’t linger on her curves (though it arguably has worse problems – more on that later) and, well, she’s just there, being the star of the piece. There are many ways in which Remember Me might be compared to the recent Tomb Raider reboot, but I’m glad to see this behaving as though it’s just always been the case that a female character can be the protagonist of an action game. The cause can be strongest when it’s not making a big deal of it.

Then there’s an all too occasional minigame in which we get to manipulate – ‘remix’ – other character’s memories in order that their present day behaviour changes. For instance, make an assassin working for the memory-stealing corporation you’re trying to take down believe that they caused the death of her husband and she’ll suddenly feel disinclined to slit your throat. This is done by entering the memory of a life-saving operation her chap was receiving courtesy of The Tyrell Corporation Memorize and looking for ‘glitches’, whatever they’re supposed to be. What they do is allow alteration – loosen the straps of his anaesthetic mask or stick the wrong medicine in the machine that goes ping, that sort of thing. Soon enough, she’ll believe Weyland-Yutani Memorize offed her fella through medical incompetence/mendacity and must be taken down.

It is a little arbitrary and doesn’t stand up to much analysis, but winding and rewinding through the memory, looking for glitches and using a combination of logic and trial/error to work out which ones should be altered and in which order is fascinating stuff, with a few alternate (but fail-state) outcomes if you get it wrong. Yeah, in a way it’s a quick-time time event writ-large, but with more convincing context and variance, while the moral oddness of manipulating memories in order to have someone later do you a favour is by far the most compelling aspect of the plot. OK, you’re trying to take down an evil corporation, but does that justify making someone believe their husband died in tragic circumstances? Later narrative events do a bit more with the ethics of this stuff, but really the story just burbles off into technology-as-magic gibber and for the most part the memory-hacking is just a rare, more cerebral diversion from the game proper.

The game proper is a combo-centric punchathon, whose main activity has about as much to do with the much-touted memory-fiddling concept as the Vatican has with Grindr. (Actually, I’m probably completely wrong on that last, aren’t I?) The best point of reference is probably the fisticuffs of the Batman Arkham games – just a couple of buttons, but an emphasis on the timing of punches, keeping the blows flowing and pinballing from enemy to enemy in order to avoid openly highlighted incoming attacks.

What you don’t get is semi-freeform exploration in between this stuff – while the amount of incidental art in a level can create the illusion of wide-open spaces, you’re very much on a rail, regularly stopping off for far too many, far too long cutscenes. In between the fighting, there’s some very lightweight, Uncharted-esque parkour, but it’s meatless stuff – rote jumping and ledge-grabbing just to kill a bit of time before the next fight-dance. There are few sequences you could technically call puzzles, but I’d rather call them Doing Things That You Are Told To Do.

What Remember Me does instead of environmental freedom is flexibility of combat combos. There are no fixed combos; instead you program your own. Want a sequence that replenishes a ton of health? Stick a load of yellows in there. Pure damage? All the reds, please. Recharges your special abilities (e.g. mass stun, superhuman punching)? Purple it up.

It’s a neat idea, especially because you can mix it up again whenever you like if you feel a different tactic is required for a certain enemy, because you get bored or even if your muscle memory is just having a hard time with a particular button sequence. Even so, it gets old faster than it perhaps should – whatever the circumstance, really you’re only ever trying to achieve one of a small handful of effects (and all of which extrapolate to ‘everyone else on-screen is now dead’) against attack of the clone enemies.

I suspect people who adore the precision and self-discipline of something like Devil May Cry will get a lot more out of this than I did, but I’m afraid I increasingly became bored and frustrated when another small group of zombie things or armoured guards dropped in and I had to repeat the same dance yet again. Doesn’t help that I spent most of my time looking at the Guitar Hero-style combo bar at the bottom of the screen instead of what was actually going on – at times Remember Me wound up feeling like a rhythm action game with too many cutscenes.

I wound up playing on gamepad too, as comfortable button-tapping was far more important than any sort of precision aiming. And in any case, the camera’s a nightmare – too close to the character, often pointing itself at the corner of the floor, and generally undermining the lavish environments by making me feel as though I was trapped inside a small box.

Remember Me is one of those games I admire more than I like, then. It looks fabulous on an aesthetic level (though after early, glorious sights of an alternately augmented and squalid Paris, it shoots itself in the foot by spending about a third of the time in dreary sewers and corridors), it’s certainly kicking around a few smart ideas in both concept and mechanics, but despite early ambition it doesn’t wind up going the distance in either regard. We don’t give scores here, of course, but the degree to which Remember Me is the very definition of one very particular number does make me laugh.

I can’t remember when Remember Me is out. Oh no, that’s right, it’s ‘now.’


  1. Gap Gen says:

    This is a French game, you say? link to rockpapershotgun.com

  2. Bhazor says:

    It looks fabulous on an aesthetic level (though after early, glorious sights of an alternately augmented and squalid Paris, it shoots itself in the foot by spending about a third of the time in dreary sewers and corridors),

    Ahhhhh Mirror’s Edge.

    • kwyjibo says:

      Even the sewers looked awesome in Mirror’s Edge.

      • bill says:

        Yeah. I thought the sewers in Mirror’s Edge were pretty good, and broke up the game’s look and pace a little. And it was probably the only game ever to make office corridors both beautiful and fun.
        As much as I loved the rooftop levels, I think an entire game of only white rooftops might have gotten boring.

        Grr…. now I want to play Mirror’s Edge again…

      • Gurrah says:

        Hell yes! That flood-drain/reservoir level was just brilliant.

      • woodsey says:

        I think the bigger problem was that, as far as I remember, the rooftops seemed to start disappearing after a while. Climbing shit is fun, but throwing yourself from one building’s roof and onto another’s is 10x better.

      • KenTWOu says:

        Even the sewers looked awesome in Mirror’s Edge.

        Cause sewers look awesome in real life (source).

        • kwemduyaw11 says:

          Can someone please explain that to me?

          • Jackablade says:

            Oh get away you damn dirty bot.

            Must remember to check the URL before clicking =[

        • Premium User Badge

          particlese says:

          Sauce Extension
          A couple of those look like arch-vis shots with that dude standing there, but still… I image that’s what hobos dream of.

    • Claidheamh says:

      There was nothing dreary about Mirror’s Edge’s sewers and corridors, I believe.

  3. Javier says:

    So it’s a 7 then.

    • sejm says:

      Why is 7 the particular number?


      I’ve been umming and ahhing over this one ever since pre-orders went up. I still can’t work out if it’s something I would enjoy. The aesthetic looked interesting but I’ve seen a few things that put me off that suggest it might not be as polished – i.e. treadmilling.

      • Phendron says:

        7 means ‘don’t buy unless you are a fan of the genre/developer/source material’.

        6 or lower is ‘don’t buy’, 8+ is GOTY.

        • Lord Custard Smingleigh says:

          7 means “Please don’t cut off our advertising lifeblood, publisher of this game which causes blood-filled boils to erupt from the firstborn of the reviewer”.

    • Snidesworth says:

      Worse than Halo.

      This is one of those games that I really hoped would turn out better than it did. I saw it coming thanks to the previews, where it all looked quite routine and combat looked like it lacked any impact, but I’m still disappointed. Even if it is all style and no substance I’ll probably nab it during a sale, because it does have an amazing style.

    • The Random One says:

      This is not a 7/10. This is THE 7/10.

  4. kwyjibo says:

    “(though after early, glorious sights of an alternately augmented and squalid Paris, it shoots itself in the foot by spending about a third of the time in dreary sewers and corridors)”

    That’s the “we ran out of time & money” cliff. We really need a name for that. Sometimes it’s a “we only polished a misleading demo” crevasse.

  5. tossrStu says:

    THANKS ALEC now I have that song stuck in my head. “Ging ging-a-ging”, indeed.

    • bluebomberman says:

      What song is this? There’s a childish song in my head that I dare not post because it’ll probably get deleted. *rhymes with ging* is all I’ll say…

      • Dumdeedum says:

        That would be the excellent “Remember Me” by Blue Boy.

        Ging gi gi gi gi ging ging ging ging…

        • Mahmoth says:

          o/’ Remember me-e-e / I’m the ooooooooooooone who had yer bay-beh’s eeeeeeyyyyyes o/’

        • Gap Gen says:

          As opposed to a French game about GIGN, which would involve blowing up Greenpeace ships.

        • CMaster says:

          Worth pointing out that the vocals on the blue boy track are sampled from a 60s soul song.

      • Plopsworth says:

        Educate thineself . I actually never knew what the lyrics were. I always thought that it was something like “Remember me, and I will walk through band, yeah – one time” – not that I ever bothered to check either. Thank you, Mahmoth.

    • jonfitt says:

      People of a certain age get that song in their head whenever this game is mentioned. I’m glad Alec is one of them.

  6. maximiZe says:

    People who enjoy DMC (capital m) will get even less out of Please Remember Me’s combat.

  7. Deviija says:

    Been playing the game and I love the aesthetics and the texture definition and the GUI-y things, so very stylish and enjoyable. I also like having a power fantasy of being a lady doing wuxia combat-fu, flipping and kicking and cartwheeling everywhere. :P Rare as such things are to have these days. Nilin as a protagonist is great so far (though I’m only about halfway through).

    The writing isn’t great, but then again a vast majority of writing in games is abysmal and they can still move millions of copies and get critical success. The concepts and worldbuilding and setting are awesome! I just wish we could delve into all these things much more. Perhaps we can have a sequel that goes a little bit more in the direction of Assassin’s Creed/Watch Dogs, with a more sandbox-y and open-ended world that you can do your parkour in and also do memory hacks, missions, etc. Explore more of the gorgeous arty-ness and world and lore. I’d like that.

    • Skyblade says:

      After the unfortunate failure of this game from a financial standpoint, it’s unlikely we’ll ever get a sequel.
      A massive shame to be honest, it’s always the games with the most promise that never get sequels…

      • GettCouped says:

        And for this reason, every time I log into a website and click that checkbox…. I will be reminded of this sadness. :(

  8. bluebomberman says:

    Everything I’ve seen about this game indeed looks like a pale imitation (or perhaps more accurately, distortion) of aspects of games like AssCreed, Arkham Asylum/City, DX:HR… heck, even the whole memory thing can be seen as a bit of aping of Psychonauts. Sadly it all seems like it’s less than the sum of its parts.

  9. Iceman346 says:

    I haven’t yet played through the game (starting chapter 7 now) but I’m quite taken by it. Visually it’s absolutely gorgeous with good texture work and stunning vistas, also the combat music is fittingly futuristic and very well done.

    From a gameplay standpoint Alec hits the nail on the head, the platforming is shallow, the levels, for all their visual splendor, are tight corridors and the combat, while interesting in the beginning, starts to grate at some point. Although I found the 4 combos easy enough to remember (haha) and after 1/2 hours in the game I had the timing down so I don’t have to look at the combo bar much.

    The story on the other hand I quite like. Sure, it rehashes various known sci-fi/cyberpunk themes but what doesn’t nowadays? The whole idea of not having control over your memories and the dangers therein is still well presented and every one of the three memory remix sessions I had so far (only 4 in the game unfortunately) left me with a kind of dreadful feeling of “Did I really do that? Was that worth it?” and that is more than I can say for most games currently.

    So while the gameplay does unfortunately not quite live up to the rest of the game I still recommend it.

  10. altum videtur says:

    I would ask who you are,
    but I honestly don’t care.

  11. RProxyOnly says:

    Looks really nice but gameplay is pants. Pretty much the order of the day.

  12. RProxyOnly says:

    Also.. no-one else absolutely heartily sick of ‘photo-realism’?

    I’m sick of all this frankly unimaginative art design games have these days… It’s always a city with buildings and sewers and it’s grimy.. blah blah blah.

    Where are all of the mindblowing architectures that a game engine can support.. the amazingly unique vistas? new takes on inhabitants.

    I’m SICK of “Yes, here is a city with boring buildings, the usual sewer and inhabitants you won’t give a shit about… now go shoot something.

    Games with such a lack of creativity should be pirated from the get go…. and no, a different skin for a building shaped building IS NOT creative… Christ the actual gameplay isn’t even anything worth playing.

    • Asurmen says:

      That sounds like everything should be different for the sake of being different. You ever think that a game shouldn’t have mindblowing architecture, that sometimes a city should just be an ordinary city?

      And advocating piracy because the aesthetic doesn’t quite appeal to you is so wrong I don’t know where to begin.

      • RProxyOnly says:

        Not simply asthetics, lack of creativity in general.. if they are unable to SELL imaginatively bankrupt games then maybe we would start to see some GENUINE creativity which might evolve game development, instead of just same game different skin.

        And yes.. sometimes somethings SHOULD be different JUST for the sake of being different. As for sometimes a city being ‘just’ a city…. that ‘may’ have been a worthwhile argument 10 years ago.. but now that’s all we get.

        It’s time for a change.

    • Soldancer says:

      Ooh! Ooh! Me too!

      Too many higher-end devs seem to equate “graphical quality” with “art direction” to many titles’ detriment. Just because a game has ALL TEH GRAFIX doens’t mean it’s not pants.

      I think the most telling thing about good art direction is how well a game hold up over time. I play a lot of older games on both PC and console, and it’s really interesting to see games that have older graphical technology but still look amazing because the world is so interesting and compelling.

    • njolnin says:

      Advocating piracy for a over an aesthetic decision that you disagreed with is pathetic.

      • Slight0 says:

        Advocating piracy over an aesthetic decision that is overused, uncreative, unimaginative, and bland is pathetic? Ok. Oh yeah and the gameplay is equally bland and tasteless.

    • Viroso says:

      You think textures and architecture and everything just materializes from thin air? Would you be satisfied if it was all cell shaded?

    • karry says:

      Well, these days its either photo-realism or that other one, you know what i mean, the Torchlight kind of art. I’m so sick of that one…

  13. Koozer says:

    How many Ghost Tricks out of Deus Ex is it?

  14. Premium User Badge

    Nathan says:

    Whilst it might be the definition of a (7), it’s one of those games that’s divided opinions far more than most. It’s not just similar to Mirror’s Edge in its visuals…

    • jonahcutter says:

      It’s not very similar to Mirror’s Edge visuals at all.

      The artistic designs of the two games are very distinct from each other.

      I think where the comparisons are coming from is that both games use vibrant color. Neither game’s palette relies solely on the black, grey, brown, dingy-yellow and generally muted colors we’re so used to seeing in games.

      But the two games do not look at all alike.

      Mirror’s Edge is Mondrian. Better yet, sprinting through a building filled with Mondrians.

      Remember Me is The Fifth Element by way of Blade Runner. A marriage (well perhaps a weekend affair) between a European fashion designer and a Hollywood production designer with limitless budget.

    • Josh W says:

      Yeah it feels like it should be more similar visually than it is, because there’s something else really similar underneath it.

      Both feel like they should be less linear, offer more potential for creativity, and that they’re 80% of the way to something really amasing.

      There’s nice totalitarian worldbuilding, with a weirdly compressed cast of revolutionaries, developing strong family themes without too much detail on the actual relationships.

      They both have a very simple system, focusing around precise responce to the current situation although I’d say that mirror’s edge actually offers more variation in what it requires you to respond to, remember me’s health regen combo’s simplify play too much, and I’d rather have seen crowd control combos built in as a primary feature instead, with health gain as some kind of combo cap move.

      Basically, you can feel the prototype-ness in each of these games, where production has competantly succeeded in making the most of the experimentation that has been done so far, reaching a basic level of quality, although the development was never really continued into the depths of what either set of mechanics or setting can do.

      The sound design in remember me is absolutely excellent, with a really clever combination of cut up dynamic music during combat and less fractured music once things are completed, this actually has a slight similarity to the occasional reuse of the main music theme in mirrors edge, or the victory leifmotifs in a lot of modern action games actually, just done more cleverly.

      But the actual writing is much worse, although it does sometimes approach a metal gear solid approach to the english language, with people obviously really enjoying it in a very strange way; pressens, s-pressens, comfortress etc.

      The main problem in the writing is the plain-ness of the dialog and the absurd cliched evil of the enemy characters, as well as some slightly handwavy psychology about how different memories change someone’s identity.

      There’s a lot that could be developed on again, including a moment where a secret world puzzle incongrously pops up in the middle of the game. Properly stealing and working inductively from information in people’s memories, rather than using them as a kind of walkthrough, could have expanded things a lot, particularly if you had more branching paths and larger levels to work through.

  15. RedViv says:

    It’s very much kitchen sink in its approach to cyberpunk. Just throwing in ALL the things doesn’t really work to its benefit. Especially when the gameplay mechanics are rather loosely connected to what is going on in the game world.
    Other than that… It looks nice occasionally, I guess. Much of the time the aesthetics are as pants as the things that definitely would not fit under our heroine’s painted-on jeans. Another side note there: From a team that so criticised the Big Industry approach to females, there is certainly an embarrassing reliance on stylised m/idealised f to be seen, which does not help the aesthetic appeal either.

  16. PopeRatzo says:

    We don’t give scores here, of course, but the degree to which Remember Me is the very definition of one very particular number does make me laugh.

    Can someone please explain that to me?

    I’ve got a PhD in Literary Theory, which makes me a friggin’ expert in reading and analyzing texts, and I really hate it when I’m not smart enough to understand a gaming blog.

    • Soldancer says:

      I don’t get it either. My best guess is pi, but that’s because I have a secret crush on non-terminating ratios.

    • RedViv says:

      It’s a very seven out of ten game. As in, not horribly wrong, not good, but… existent.

    • The_Hunter says:

      Alec is saying its score places it in the “forgettable” category.

    • LionsPhil says:

      Ignore all those sevenists. Alec clearly means that it’s a bit of a number two, because the RPS lot like to titter at bum jokes.

      (Not surprised. The trailer for this on Steam basically screamed “WE WANTED TO MAKE A FILM INSTEAD”.)

  17. strangeloup says:

    I kinda expected that it’d end up this way, but I think I’ll still pick it up anyway, if only as a way to convey that I like the idea a lot, but can they maybe make a sequel that’s a bit better.

    Plus, it’s not like we have a glut of cyberpunk games or ones with female protags, and these are things I am v much in favour of, so.

  18. Yosharian says:

    You compare the combat to Arkham Asylum’s, but that game’s combat fucking rocked, whereas this game’s combat appears to suck big time. Also, AA’s combat was very often quite challenging (esp on hard).

    So I don’t think this comparison is legit.

    Also, any comparisons to Mirror’s Edge are an insult to that game. This game is to Mirror’s Edge as Spot The Dog is to Neuromancer.

    • jonahcutter says:

      The combat doesn’t suck in itself. It’s just very very simple.

      Like a lot of this game, they created a decent system and then didn’t push it very far.

      It’s not bad combat, but it is shallow.

      • Skyblade says:

        Yeah i’m not sure where people have gotten the idea that the combat is crap, it isn’t whatsoever, it’s just simple. Also, i’m not sure why the reviewer seemed to make a massive point about having to remember combos, there are only 4… i had each memorized within a few minutes of unlocking them.

    • F3ck says:

      Also, any comparisons to Mirror’s Edge are an insult to that game.

      But they are both women with bobs…frankly, I can’t tell them apart.

      • Phendron says:

        And both are half-ethnic!

      • The Random One says:

        Actually Faith didn’t have big boobs OR high heels, so she was hardly a woman at all!

        ALTERNATE PEDANTIC POST: Actually I think Mirror’s Edge is the only one that bobs.

  19. PikaBot says:

    So basically ‘maybe pick it up on sale’. Am I getting that right?

    • GettCouped says:

      DEFINITELY pick up on sale. Maybe pick up now, as this is the type of game that might have an incredible sequel.

  20. nebnebben says:

    Wow. A game has an ethnically diverse main character. Apparently I should be clapping.

    I mean really, this sort of stuff shouldn’t have needed to be pointed out. Its not that incredible – and it shouldn’t be incredible – that the protagonist is anybody other than a heterosexual white male

    • Faxanadu says:

      Yeah, it’s really getting tiresome reading about this every time, I have not cared about protagonists sex race or anything ever, nor before last 3 years seen anyone else care, and now it’s suddenly a big deal. Fads these days, seriously…

      • rebochan says:

        It’s almost like the fact a lead character ISN’T a heterosexual white male is a rare occurrence or in particular, caused this game significant trouble in getting published…nah. Let’s just scream “I’M COLORBLIND! LA LA LA!” while ignoring that it’s quite well and good for you, but not so good when “you” are already being catered to by 90% of the market.

        • Faxanadu says:

          I have no idea what you just said. Granted, English is not my native language, but your first sentence is honestly messed up. “almost like” -> “ISN’T” -> “or in” -> “nah” -all that makes 4 turnarounds in 1 sentence. Please try again.

  21. nindustrial says:

    Well, this review pretty much solidifies what I was beginning to think: wait about a year for a serious Steam sale and then enjoy it for what it is at $15

  22. BenAttenborough says:

    I believe the score is 74%. I think there was an article in Amiga Power in the early 90s which lambasted lesser magazines for always giving bad games 74%. It was a tactic “certain magazines” used to tell the readers the game sucked but at the same time placating the publisher. I believe APs policy was to give average games 50%. Ah those were the days!

  23. Noviere says:

    The camera is the real villain in this game. Lining up a simple jump can be so frustrating since the character can’t walk in a straight line without the camera twisting and pointing her somewhere else. Also, it is ridiculously close to her making it impossible to enjoy most of the visuals.

    • BenAttenborough says:

      So a bit like early Tomb Raider then?

    • Arglebargle says:

      Bad interface for the failure! Interest goes from (possible) 7 to (probable) 0.

  24. GettCouped says:

    I’m surprised that music wasn’t mentioned, as it is amazing in this game!

  25. Arglebargle says:

    My favorite seminal literary riff on direct memory access and the possible affect from having it comes from Pat Cadigan’s novel Fools. It’s a fairly complex read, and hails from dark ages of computer technology (1992). Well worth the effort.

    Man, the thought of that popping-the-eye-out trick for brain to brain connection still freaks me out.

  26. Shooop says:

    I didn’t think they’d go too deeply into the themes, seeing as story is something Capcom has never been any good at.

    Hopefully someone else will rip off the “create your own combos” system though so this game can wither away in obscurity like it should but then its existence won’t have been a complete mistake.

  27. drewski says:

    I really wanted this to be great, but it’s getting pretty universal “ok i guess” reviews. Shame.

    I’ll probably try it on sale.

  28. baozi says:

    So is the combat not similar to Oni? : (

  29. Cryptoshrimp says:

    Aw man, that’s terrible. I was really looking forward to a cool Sci-Fi story with a fairly unique protagonist (a lady, and coloured! Is that a first for gaming?). Sadly, the story seems bland at best and the combat is slightly inept. What a dissapointment.

  30. sabrage says:

    Wait, is this a proper 3D brawler?

  31. Wret says:

    She’s beating up THEIR memories

  32. Megakoresh says:

    This is one of those games which usually have an AMAZING sequel if they devs actually stick with it. It got me intrigued in the IP, though the game itself didn’t seem intriguing.

  33. merle says:

    Just finished it and I do think you all (and alec in particular) are a bit unjust, I liked it quite a lot. The main issue is seeing how mush more it could have been and failed to become. It seems like they did not dare (or were not allowed?) to go far enough in any direction except combat…

    If it was more open ended and less linear, if we had been shown more of the world, obviously well though out, if they had done more fancy things with the memory remix thing, if they had dared to be more controversial/political/deep in the story (were I though they would go), instead of staying to close to known sify tropes and finishing with a cute family portrait at the end, etc…

    Another thing: the two narrative lead (Damasio et Beauverger) are two pretty good french writer. Damasio in particular is pretty awesome; he is however pretty much untranslatable, as he has a very literary style based a lot on word play. He is also heavy on concept, and very political (very French, I guess). I can see him everywhere in the background (sometime literally, like the marking on the wall, or the quotes by Cartier-Wells in the section 6 -both in french-). He might have been on a short leash though, and many things got lost in translation (or were simply not translated…)

    • Megakoresh says:

      I think people hoped for Cyberpunk non-linear adventure and got a cheesy pseudo-cyberpunk liner 3rd person brawler. A very good cheesy pseudo-cyberpunk liner 3rd person brawler, but it was not like Human Revolution, which i think people expected it to be.

      I want a sequel to this game. With non-linear story and choice/consequence system, hub-based level design with a lot of side routes and less cheese. That’s all it needs to be what people expected.

      Oh and: the car crash scene was one of the best scenes in gaming. It’s so well presented. I consider my purchase justified, to be honest. I hope they return enough profit to make a sequel and they listen to this feedback.

      They made a good game, they just didn’t quite get into a concrete slot with it in a manner of speaking.

      • Emeraude says:

        The main problem, I think, is that it’s one of the worst offender of the streamlined-to-the-point-of-thoughtlessness school of design to date.

        There’s a solid brawler underneath the game as designed, but its pacing is destroyed by the constant hand holding and drip-feeding of tutorials extending up to the end of the game, and by the moving around from point A to point B segments* – which are themselves rendered totally uninteresting to play by how limited they are gameplay wise, the platforming equivalent of a visual novel.

        As for the writing, though there were some interesting bits – and I do believe the intentions behind it were on the right track on many respects, I tend to find it.. almost repulsive in the way it brings social or technological issues and then disregard them for cool factor, dumbing down its own object. It manages to be neither speculative fiction nor proper social commentary, while sending signals of being both.

        Or maybe I’m just not being charitable.

        *:I dare not say exploration.

        • Megakoresh says:

          Hmm, ok, well I doubt what you wrote can be called as “not being charitable”. Well, feel free to hate whatever you want, I thought it was good game, solid in most respects. People just expected a different one.

          • Emeraude says:

            Hmm, ok, well I doubt what you wrote can be called as “not being charitable”.

            I wonder whether you’re being sarcastic or you misconstructed that sentence.

            Anyway, there’s no hate in there. For the most part, what there is is a disappointment in the studio not leaving to its potential (which does *not* mean making the game I hoped for instead of the game they actually made – as I said, there’s a very solid brawler underneath the rest, and had they managed to salvage it that would have been good enough). Because what the game shows does seem to hint at its makers being able to hit the mark and beyond.

            But the game is a mess in design. Competent at its best. Yet terribly lacking.

            I wish dontnod well. They can do better, and hopefully, they will.

  34. anuntjocuri says:

    System Requirements form here:
    link to gameway.ro
    are ok?