Ben Croshaw of Zero Punctuation weighs in on the pros and cons of Remember Me and what it could've done to be a better game (in his opinion).
“ | Here's how it manifests. At a few determined points in the plot, Nilin can do a weird little gesture at the back of a villainous character's neck and the action shifts to a playback of the event that defined that character and turned them into bitter, hate-filled scumbags (because it's only ever one shattering moment that does that and never a continuous stream of niggling misfortune or the entirety of a poor upbringing but shut up, just roll with it). The task is to change the memory, and in doing so, make the subject a better person. Essentially we scan back and forth through a rendered cutscene and slightly move the states and positions of small objects in order to cause the event to play out differently.
You do this a total of about four times throughout the game. But I don't think it's particularly helpful to say that just making a few more would've helped. It doesn't seem like the sequences would've been easy to make. The developers needed to write them, voice them, create assets, animate the assets, and do all that for every possible outcome that can be created from the rearrangement of the interactable bits (many of which are red herrings, which I'm thankful for, because it raises the minigame above the usual unfailable 'press X to continue' gameplay that blights gaming culture). While more of these sequences would certainly have been welcome, I still wouldn't consider the game to have fully explored the premise. READ MORE |
” |