However, these moments are so infrequent they feel like accidental successes. Occasionally, the music, sound effects, and gameplay can come together during combat sequences in an impressive blend, as the otherworldly sound of Nilin overloading a guard’s Sensen device mixes in an exciting fashion with the pounding electronica that creates a blood pumping rush. The sounds of Neo-Paris pop in just enough to remind players there is an atmosphere, but not enough to make it a convincing one. The score dominates much of the sound mixing throughout the game, but ambient noise filters in from time to time. Unfortunately, the two styles don’t blend as well as one might have hoped, leaving the music in Remember Me feeling disjointed and patched together. Underscoring these fights, platforming, and story elements is an erratic score, jumping between epic, string heavy themes, and electronic, bass-centric motifs during combat. Unfortunately, these events are only used sparingly, depriving players of sufficient time with Remember Me’s most interesting aspect. The sequences feel completely unique to Remember Me and while not overly difficult-save for the last one-are rewarding in their own right. This is all done with simple controls that are easy to understand and often boil down to changing the right combination of things to alter the memory as desired.
#The game i remember series#
During these vignettes players watch a memory play out, then scrub through the scene searching for things they can change, triggering a series of events that yield different endings. It is not all bad for Remember Me, the best part of the game is easily the memory remix sequences. Every encounter feels stiff and contrived, breaking any illusion Dontnod hoped to create. The game also lacks variance in its encounters, often introducing an enemy with a couple of minions, then simply double that formula after the first wave is defeated. Punching in the same three-button combinations for five to ten minutes will really start to grate on the nerves, making these sequences feel bloated. This results in using smaller combinations that are easier to execute. At times these sequences can be fun, but again the controls are not tight enough to use some of the longer combinations. Nilin then dodges around these coincidental arenas, performing melee combos which have special moves to recharge your health, experience, or special attacks meter. These uninteresting platform sequences are interrupted with combat, which almost always start with a cutscene, showing the player that all exits are cut off. Unlike Uncharted or this year’s earlier critical success, Tomb Raider, which feature nerve racking slips and tumbles that keep players on the edge of their seat, Remember Me flips to cutscenes any time Nilin takes a spill, thus killing the tension intended with such sequences.
![the game i remember the game i remember](https://i.ytimg.com/vi/UZUlZvW9Uc8/hqdefault.jpg)
These section handle much like Uncharted and Assassin’s Creed’s first outings, where a slight latency in the controls upsets the delicate balance of the 3D environmental platforming, however the biggest problem with Remember Me is not it’s controls, it is also the lack of creativity. The game mostly revolves around navigating Nilin through Neo-Paris, jumping and climbing through the game’s clunky level design. The lack of specificity and precision carries over to the gameplay of Remember Me. The concept of memory exchange starts vague and ends even more so. At one point players can overhear a junkie begging for a “memory fix”, but it is unclear how he lost his memories or how he could procure new ones.
![the game i remember the game i remember](https://quotestats.com/topic/749436-remember-me-game-quotes-749360.jpg)
The game never explains what the real effects of messing with people’s memories are, or how such transactions take place. The biggest problem with these questions is that Dontnod does not seem keen on answering them.
#The game i remember full#
The writing has plenty of eye-rolling moments, every time I heard the word “Errorists” I couldn’t help but my shake my head in dismay and at one point Nilin says the groaner of a line, “This Red Riding Hood has a basket full of kick ass.” However, the game quickly diverts its narrative attention from these lowest common denominator tropes, to some interesting questions about the human mind and what happens when it is toyed with. Players take control of the heroine, Nilin, who has recently be subjected to a memory wipe, leaving her with no recollection of her past a trite way to have the main character ask a lot of expositional questions that establish the lore behind Remember Me, an elaborate explanation to an amnesia plot device. A device, connected to the base of the neck, stores these memories and can be altered to make people remember things that never happened, or forget things that did. In a not too distant future, 2084 to be exact, businesses have found a way to monetize memories. The game offers a decent story with a weighty concept.