Remember Me

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Remember Me was a video game by newcomers Dontnod Entertainment and published by Capcom. You might have heard about it due to some controversy that was stirred up before its release. In an interview the developers went on record that no one wanted to publish the game because it starred a female character, a black character, and because it wasn't violent enough. Of course this makes the industry look really appalling, coincidence of coincidences the game didn't end up being well reviewed, and Capcom gave it almost no marketing. I was really skeptical about the kind of critical scores it was getting considering the toes they stepped on (and how many of those same critics routinely give Call of Duty and Assassin's Creed 10/10), but it's not unbelievable that a new studio might make some major mistakes in game design. I wanted to support a game with a female lead, but I still got the game for free on Playstation Plus and waited a whole year to play it.

I didn't expect it to be my favorite game of its generation.

Remember Me is astonishingly similar to Okami. Coming in at the end of its generation, it's a beautiful game with amazing art design, made by a team of talented people that Capcom would screw over, and it's my favorite game of its generation in spite of numerous flaws. And as of right now, I will own it multiple times. It's half off in a Steam flash sale for the next 5 and a half hours, so I advise everyone to purchase it.

GAMEPLAY

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Remember Me is a beat-em-up with a lot of platforming and some very creative puzzles. There are two things that make the gameplay unique. First, you build your own stylish combos. You get four different combo strings of varying punches and kicks, and assign attacks that either deal extra damage, heal you, or reset your cooldowns. It's up to you if you want attack chains that specialize in one effect or another, or if you want to combine effects for maximum utility. Second, you have a set of five special abilities that MUST be utilized in order to deal with the very unique enemy types in the game. They are each very good, useful, and required to complete the game. These abilities function on a cooldown, but you can use your attack chains to reduce those cooldowns.

When you compare Remember Me to character action games, you might think to yourself "I sure am using the same combos over and over again". This could have been improved if there were more attack chains and attacks to utilize, you unlock more at a steady pace but it can be slow going at first. And this especially problematic once you've reduced a group of enemies down to a single foe, which is gameplay the game does not excel at. But here's the thing; a variety unique enemy types and combinations requires you to use combinations of your special abilities, which requires you to use your cooldown attacks. You know what I do in most fights in Remember Me? I stop and think about how I want to engage the enemies. So yes character actions game have better twitch action gameplay. Did I ever use my noggin when playing them? Noooooooo. It's pretty refreshing. If I have low health and there is a group of tough enemies, should I use my power attacks to relieve pressure, or my healing attacks so that I don't get killed easily?

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For a very linear game, there's also a surprising amount of exploration to it. Another innovative feature is that you can find hidden caches of health powerups. To find these, other members of the resistance left image clues to their locations. This turns finding things from being "use a guide on my second playthrough" to a game of Where's Waldo, and the visual cues work well because did I mention this game is beautiful? I'm sure I will again. You can also hunt down "memory bugs" using audio cues, and this gives you points to upgrade your attack chains. Finally plot blurbs are genuinely well hidden, and while they aren't necessary to understand the plot or play the game, they are fascinating reads and I like exploring enough to try and find them. All in all it was a very fun game to 100%, which I did in my second playthrough immediately after I finished my first.

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Yes, it's linear, and many critics complained about the Uncharted style platforming. I wonder why they didn't complain about every other game this generation that was linear and had that style of platforming (including Uncharted, Prince of Persia did that shit first). At least Remember Me sometimes incorporates timing and puzzles into its platforming, and you can actually die while doing it. But even if all the platforming was replaced by FF13 style hallways, I'd probably be ok with it cause it gives breathing room from the action and you get to see amazing scenery. God it's hard to not talk about the story and art design while talking about gameplay, or vice versa. I guess that's what they call a gesamtkunstwerk.

I said there were creative puzzles, and one the things critics actually raved about was the memory alteration segments. These are awesome puzzles, and there could not have been enough in the game. They are littered with easter eggs, and my favorite thing to do is kill someone in their own memory. This doesn't actually advance the game or anything, obviously you can't remember being dead so it's not a solution, but it's fun so I made it a priority to do it in every puzzle. The other puzzles littered throughout the game suck and take no brains to finish (even memory alteration is more fun than hard), but that's pretty par for the course this generation.

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I played Remember Me for ten hours the first time, a really fair amount of time for an action game, and then I spent six hours replaying it. I dunno, you could probably beat it faster, but I just want to stop and smell the roses sometimes y'know? The game is immaculately paced, almost on par with Half Life 2 if only the puzzles were better. Unlike many games these days hordes of enemies never outlive their welcome, and each level introduces new gameplay elements and powers. Individually these new things don't make the game amazing, but they keep the pace brisk and enjoyable throughout.

I have two legitimate complaints about the gameplay in Remember Me. I hope my honesty about this makes you MORE willing to buy the game, like I'm not some gushing goober not experienced enough to see genuine flaws where they are. I just hope you take my word for it when I say this game is worth these flaws. First, the checkpoints are fucking terrible. Many times you will die only to have to rewatch a cutscene, go out of your way for a collectible, or worst of all, you spend minutes reworking your combo chains and none of it gets saved. Second, the game is too easy. YEAH, I KNOW, THIS GENERATION RIGHT? But it's still unfortunate, I would recommend everyone play the game on hard mode, which still isn't hard but it's better than normal. I still enjoyed the game immensely on normal mode, but I enjoyed hard more, and I'd have liked it to be even harder. The controls and camera are not perfect, I got my camera stuck in a corner once in two playthroughs, but they would be above average for the PS2 generation so I don't really understand this complaint, it's not a big deal.

STORY

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The plot and world building of Remember Me are easily top 10 as far as video games go. This is a story that demands to be experienced twice to fully understand the intracies and character nuances. The first time I played the game, I thought Edge was the least interesting character. After my second playthrough, I now think he is one of the most fascinating characters the industry has ever produced.

The well explored theme of Remember Me is memory, so it's for once fairly fitting that you start the game with amnesia. It's actually a cool way "metroiding" the protaganist, who has to regain her memories to regain her abilities. Anyway you break out from a prison that takes its prisoner's memories away, and in short order join a terrorist group with some questionable ethics. There's a lot of moral ambiguity going on in this game, much of the real genius here lies in the complex web of character motivations and interactions and I don't want to spoil any of it, but like I said it really demands that you replay it to understand everything.

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In a post global warming Neo-Paris, memories have become a commodity that have given their company Memorize a great deal of political power. However, they are blind to some pretty bad side effects the now ubiquitious technology cause, and to the horrific experiments led by their own employees. The Errorist movement wishes to topple Memorize and put an end to Sensen technology, but this isn't some goody two-shoes fantasy hero squad, these are fucking terrorists and they do some bad things too. Their leader, Edge, says you were one of their best members, but can he be trusted?

The characters and their designs are absolutely brilliant. There are some characters that show up for like five seconds and left me thinking "wait, who is that, I want to know more about THAT person," which is really how you know the writing is impeccable. I also got genuinely attached to this fucking douchebag named Bad Request. He's an extreme douchebag but I love him. Certain plot threads could have been expanded upon in interesting ways, but it's a ten hour game from a new developer, so I can't really fault them for it.

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Some critics called the memory stuff window dressing. Oh, you mean gameplay and story and art were combined? Isn't that what they call a gesamtkuntswerk? Yeah a lot of the memory doesn't have a profound gameplay effect, but things that don't make perfect sense in other games have a gameplay and story correlation here. For instance, as Nilin steals memories and regains her own, I can totally believe that she can kick more and more ass. It'd be like that new movie Lucy, if it wasn't stupid. It's also really nice that all in all you only kill (or defeat? it's not clear, but it's not gory) 200 or so people over the course of the game. It really busted my balls last year how games like Bioshock Infinite and The Last of Us that claimed to be gripping stories also had you kill amounts of people that would make John Matrix blush. It also just gets tiring killing the same enemies over and over again. Hey some games can rain bodies, but some games really shouldn't.

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There's quite a bit of exposition in Remember Me, particularily before each level as Nilin talks about the events that have passed and her feelings about them. It gives an insight into our character's head that you only generally get from books, and given how Nilin is used by people and what she is used for, without this inner dialogue it could have made her look as dumb as TV Ned Stark compared to Book Ned Stark. Still, Remember Me is not a book so it might feel awkward. I don't know how I would have done it better, I just know the end result is really good. One particular oversight it is that while you can pause cutscenes, you cannot skip them. It's pretty ridiculous for a 2013 game, but I don't understand how some people think it's this conspiracy to extend game length. The game is of a decent length, cutscenes aren't long, and if you are skipping game cutscenes your first time through then I have no sympathy for you. Hell, like I said, you should really rewatch them the second time too. Still, eventually you might want to replay the game and not rewatch cutscenes, so it is complaint.

ART DESIGN

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The game is beautiful. I don't know how to do it justice other than showing pictures. Every environment just feels real and looks stylish. I'm in no way a proponent of obsessive graphical detail that has popper up in this generation, but the result combined with the art direction is stunning. I mean just look at the look the use of color! Even in fucking swamp slums there is color in this game. Remember those collectibles I said were fun to collect? Well playing a second time to find them all, I was able to use a written guide to find them all. From a written description, I understood where EVERYTHING was after having only played the game once. That has never happened before, and I'm not particularly good at visualizing written things.

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The characters are simultaneously more realistic looking than contemporaries, but also subtly cartoonishly stylized enough to make every character memorable.

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The music is fantastic and varied, using a mixing a variety styles seemlessly to suits the needs of the story and environment at any given time. It also interacts with your fights, amping up as you land combos and stuttering as you take hits. That moment when I realized this in the first level was when I knew I was in love.




If there's one flaw in presentation, it's the English voice acting. The main character does a good job, but everyone else is a little off. There is a solution however, you should set the audio language to French (unfortunately the subtitling sucks too but this is still an improvement). I'm not a SUBS>DUBS kind of guy, but the French voice acting is certainly better, feels more natural for a game in France, and I dunno call me weird it just makes the story feel more delightfully pretentious. That's a compliment, I swear. It just works ok.

Its flaws are numerous, but they are all pretty minor, and are just crushed under the wave of good things the game has to offer. It's unique, innovative, and forwards the medium artisticly. The devs fought the system to provide us with one more game that doesn't star one more white dudebro, and they suffered for it. Like I said, Remember Me is on sale for $15 for the next five and half hours. And you know what? I'm going to buy it. Yes, I already own it. But I didn't pay for it, and these developers deserve it. The world needs more Dontnod games, and their next game is another new IP. I'd have loved a Remember Me 2 to iron out the flaws, but I can't fault them for not endlessly making sequels like other developers would. Dontnod wasn't ruined by Remember Me, but they are in some financial hardships, so even if you miss this sale please buy it at the more than reasonable $30 it usually goes for. You will not be dissapointed, and you'll help one of the most promising new developers stay afloat.

One thing's for sure. I will remember Remember Me. Thank you for your time.


EDIT: NOW THIS GAME IS $10
 
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You just made me want to buy this game. Its a shame I'm not home for the next few hours. I'll take a look at it though.
 
So how much did they pay you to write that up? :P

Anyways you do know there's a general Steam summer sale thread already...
 
I have been meaning to make this thread for about two weeks, the timing is just kind of perfect. It might be missed in the steam thread.
 
Remember me is a really nice game. I mean, it's really not a perfect experience, and I kind of didn't know what to expect of it going in to it, so it didn't "surpass my expectations", but it's a very unique blend of things that other top-tier games have made themselves famous for. It's got arkham-style combat, mirrors edge-type platforming, and some cool metroid-style puzzles as well. There were a lot of unique things within the game as well, like an upgrade that let you absorb power from some computers and use it to power some objects. It felt a lot like the grapple beam thing in metroid prime 3, but better because it wasn't directly tied to your health. But really, my favorite thing about this game is that it made me feel powerful. The first moment I got the gun-type upgrade's charge shot and blasted somebody off a rooftop, I felt cool. The first time I overloaded a security guard's brain and knocked him out without even touching him, I felt cool. When I altered an assassin's mind that was about to slit my throat, I felt COOL.

It does have its problems. The combat gets pretty repetitive after a bit, and it feels...rigid. There's a lot of room to customize your attacks and control them yourself, but it didn't feel like I could continue after dodging well enough to feel powerful without using the cool special abilities (but they are COOL). The voice acting is pretty cheesy; I just didn't find myself connecting with the writing and humor, but the work done with the voices themselves are pretty good. The enemy barks are pretty awful, though...but these are all problems that ALL AAA games struggle with! And they still pull perfect scores! I want to see a sequel to this game, very badly. It was a fantastic concept that was just a bit badly executed in some bits. I wouldn't call this game my favorite of the generation, but most certainly the most underrated.

If they pulled out a sequel, I feel like it would do best mirror's edge 2 style, where you go "back in time" to see the protagonist at their prime. Mirror's edge had a strong concept that got weakened by trying to make the game have some plot that feels like we're part of something bigger...like, in that one, you're part of some outlaw group that operates outside the law, delivering secrets. It was really cool, but they didn't focus on it at all, they focused on some weird framing story with your sister that made things seem super contrived. The concept was great, but the story itself was not. Same with remember me, from the get-go it seems like a really awesome premise but then evolves into some big conspiracy flick with "big moral questions" that just makes the storyline jump all over the place. I'd want to see Nilin memory hunting, dammit!

Other improvements they could do would be to push the game in a deus ex/arkham route and introduce more abilities tied to a level system. The world is beautiful; accessing more of it would be great! Imagine traveling around a ruined paris, stalking people's memories as a futuristic bounty hunter? One last thing that I felt wasn't capitalized on: the actual memory "hunting". In the trailer, there's a bit where nilin alters/extracts the memory of some random person. I feel like putting that in a gameplay sense would be great. What if you altered some guard's memory so they forgot you existed, letting you slip by them? All the memory remixing was spot-on, but the reasons behind it felt more like "do this, get macguffin X" and "remix to move the plot forward" rather than actually altering people's lives. These are all simple things that could be fixed in a truly spectacular sequel, half-life to half-life 2 style.

But the sequel won't happen if you don't play it.
 
I would definitely add more presens, more chains, and more unique enemy types. I say favorite knowing full well it's subjective, I don't think it's the best game of its generation or even close, but I didn't think that of Okami either and I bought that 3 times.

As for the memory remixes, the first one definitely felt like it could have tied more into the story, but the later three, and especially the last two, are big parts of why I think the game needs to be replayed to be fully contemplated (them and Edge's character). They have a complex and profound effect on character motivations and interactions.
 
Thanks, guys! I super appreciate the honest and informative reviews, as most criticism out there for it is pretty overly focused on its flaws (which is, not, I think, how to judge a game, unless those flaws defeat the purpose of the game or render it extremely frustrating, because most flaws will only bother some people, while if a game has huge strengths as well as flaws, those tend to get overlooked). I honestly don't care about the cutscene thing because if I'm on my nineteenth death (look, sometimes I'm bad at video games) and don't want to see the fucking cutscene again, I go for a walk, but the checkpoint thing will probably stop me from playing it in too few sittings.

I'm really disappointed I missed out on the $10, as I would've bought it for that price, but I was asleep (literally just went to bed when it dropped to $10). This is exactly the kind of information I look for when I decide whether I want to play a criticised game. I'll definitely be picking this up during the winter sale or if it goes on a daily deal before then. I really enjoy stories about memory, and the use of 'regaining memory' as a strengthening mechanic is, I think, pretty powerful from a storytelling perspective. Also it's me, hell yeah I want to play a game with a compelling and well-written heroine.

I'm not a huge fan of 'gorgeous graphics', but what I am a huge fan of is stylish graphics. One thing I noticed in the screenshots that you pointed out was the vivid colour; I think with a type of story like this, at the time this game was made, it's very easy to fall into the trap of using drab, grungy graphics alone. Problem is those have shelf lives, but good art directions keep a game in your memory, and beautifully-stylised art often compensates for visual mediocrity (which clearly can't be said of this game anyway).

So, after reading this, I'm disappointed but not surprised it got so much panning. I'll have to play for myself to judge.
 
Same with remember me, from the get-go it seems like a really awesome premise but then evolves into some big conspiracy flick with "big moral questions" that just makes the storyline jump all over the place. I'd want to see Nilin memory hunting, dammit!

I really wouldn't describe Remember Me as a conspiracy, because you know who the "antagonists" are very early, and they never really conspire or anything. The Quaid/Greenteeth situation is the only real conspiracy, but it's a side story that lends to the worldbuilding and an example of why Sensen might be a damaging enough system to warrant taking down. As for tough moral choices, they are necessary because otherwise Nilin would look like a stupid tool otherwise, but they aren't the "point". The point is examining how Edge's actions interact with his motivations, and the story as a whole works best a character piece between Nilin/Edge/and the Cartier-Wells.

Scylla Cartier-Wells gets into a car crash and loses her leg on account of being distracted by her bratty daughter. She becomes a bitter woman obsessed with loss as a result, the president of a company that controls memory is never capable of moving past one bad memory. This is what motivates Charles Cartier-Wells to invent H30, so he can erase the memory from his daughter and wife's head. When his wife finds out that he did this to their daughter, she is horrified and they drift apart. Remember Me is a story about a family falling apart, and the world that falls apart with them. Scylla desperately seeks control over a world that she has lost all control over, and is blinded to the consequences of her actions. Charles eccentrically retreats into the good memories of his family, secluding himself from the pain he has caused. Both at one time meant to save the world, and are certainly not villains.

The first painful memory that enters H30, Nilin's memory, becomes Edge. And Edge grows with each horrific memory that consumers dump into him. Remember when he said that he did not hate the actions of the upper class, but how willing they were to forget about the horrors of the world? When they literally forgot those horrors by flushing them through Sensen, that pain became his. But the really interesting thing? The flood he caused, and whatever terrorist attacks he has organized, those will all hurt him in turn. He is definitely a selfish being who only wants to stop existing, but the lengths he goes to are not entirely evil as they are all double edged swords to him. As the personification of human pain he can emphasize with the damage he does more than anyone, but also knows better than anyone that the real damage Sensen causes outweighs his attacks.

As for the story bouncing around, actually every single thing plays into Edge's master plan. It's all kinda so well planned you wonder what took so long to actually see it through. Anyway, the ending reminds us that painful memories should not be buried, but lived with. It goes back to how this story is all about a broken family. You don't need Sensen for the past to destroy you, after all, neither Charles or Scylla fell apart due to using Sensen themselves. They just let a tragic accident shape their lives by fixating on it.

Jumpluff said:
Problem is those have shelf lives, but good art directions keep a game in your memory, and beautifully-stylised art often compensates for visual mediocrity (which clearly can't be said of this game anyway).

Well said. I think Remember Me is the second most beautiful game ever. I think Okami is the first, and it is 8 years old.
 
Honestly I think you're fanboying pretty hard here, the story is pretty generic cyberpunk, the combat is repetitious and formulaic, and the memory alteration segments aren't story and gameplay mixing as one because they use a mechanic that doesn't exist in the rest of the game -- at best it's joining them together with some rough stitching (so I'll grant it's functional but inelegant). I'll credit the atmosphere and art as being well above average though.


It's also really nice that all in all you only kill (or defeat? it's not clear, but it's not gory) 200 or so people over the course of the game. It really busted my balls last year how games like Bioshock Infinite and The Last of Us that claimed to be gripping stories also had you kill amounts of people that would make John Matrix blush. It also just gets tiring killing the same enemies over and over again. Hey some games can rain bodies, but some games really shouldn't.

The point of all the killing in Bioshock Infinite was that as you progress Elizabeth becomes more helpful in combat so the player grows to see her as more than just another fucking generic kidnapped princess -- it's meant to be a subtle way of building that relationship rather than forcing it through bullshit cutscenes. The other thing you're missing is that the combat is based around shooting not melee brawling so enemy numbers compensate for the fact that it only takes a shot or two to put them down. The Bioshock Infinite story is primarily about violence so anyone complaining about the violent gameplay can fuck off.

I'm loathe to defend The Last of Us as it's a PS exclusive and fuck exclusives, but if Simo Häyhä could kill 500 organised (vaguely) soldiers in about 100 days of very little light during the winter war with a gun that is inferior to many weapons available to civilians today then I don't consider it correct to call a game out on its body count until it's into the thousands.
 
the story is pretty generic cyberpunk

Well for starters that's a pretty vacuous complaint. Any story is gonna be subjective so you're free to just to think of it as cyberpunk, but "petty generic" is something you probably should be expanding upon. Every element of the backstory and worldbuilding are meticulously crafted, nothing is put in that doesn't serve either the plot or gameplay, and usually both. I never accused it of being entirely original, I'm sure there are lots of cyberpunk stories that deal with memory, but it's the attention to detail and the building upon old ideas to tell their own story (see my spoiler plot summary) that is the mark of a true work of art.

Trax said:
the combat is repetitious and formulaic

"Why am I using less combos than in a character action game?", yes, I already addressed this, repeating it without going into any detail or refuting my statements won't help. I don't understand how you can see it as formulaic given that different combinations of unique foes absolutely require different strategies and uses of S-Presens, or how you can defend Bioshock Infinite in the same post when, in spite of some unique enemies, it so often reuses waves of enemies and never requires your magic powers (unlike in Bioshock 1). There is definitely a bit of a build-up where in the beginning you spam the same two attack chains, but the set pieces and art direction, and general not overstaying of its welcome (again pacing and no overuse of enemies) should carry people to the really great parts of gameplay.

Trax said:
and the memory alteration segments aren't story and gameplay mixing as one because they use a mechanic that doesn't exist in the rest of the game

I was referencing the use of memory mechanics as a whole. The stealing of memories and following them, the various Sensen based powers, the visual overlay of the world that is simultaneously in-world commercial and acts as a guide to the player, these sort of things. As gameplay they offer nothing new at all, but they use memory as a framing device to stitch gameplay and worldbuilding together in a way that I can say few video games do (e.g. Metroid Fusion). So when the actual memory gameplay happens, it should feel like a natural part of this world. As Gato said, you feel more powerful and genuine beating up 200 people as Nilin than you do killing a thousand as Joel.

Trax said:
Honestly I think you're fanboying pretty hard here

I played this game less than a month ago. I spent two and a half hours articulating my thoughts to make the OP, and did not shy away from criticizing it for its numerous flaws. Its obviously true that I like the game, but it's fucking sad state of affairs where I can't post an artistic analysis of a game without someone calling me a fanboy purely out of disagreement.

The point of all the killing in Bioshock Infinite was that as you progress Elizabeth becomes more helpful in combat so the player grows to see her as more than just another fucking generic kidnapped princess -- it's meant to be a subtle way of building that relationship rather than forcing it through bullshit cutscenes. The other thing you're missing is that the combat is based around shooting not melee brawling so enemy numbers compensate for the fact that it only takes a shot or two to put them down. The Bioshock Infinite story is primarily about violence so anyone complaining about the violent gameplay can fuck off.

Oh, ok, I get it now. That's why we had a rotary ice cream scooper with thirty different stupid looking and bloody executions (why so many different animations if they don't want you to melee?), to build Elizabeth's character. But if the level of violence (Prince of Persia did this waaaay before without the gore or bodycount) is truly necessary so that the game could avoid stupid cutscenes, why is the game also a nonstop collection of stupid cutscenes that are racist and full of plot holes?

I'm also pretty sure I did kill people in the thousands in Last of Us, but fuck I dunno, I still feel like I'm playing that game it was so boring. Besides which the white death was a sniper, and I killed about half the people in LoU AND Infinite with my bare hands (ok, bare scooper) and the rest at pretty close range, all the while being copiously shot at (which I'll admit bothers me less in Infinite, a game with magic, than in so called "survival horror" Last of Us). On the subject in general, I suggest you watch this video before replying.

Video game violence isn't a moral or social problem and I think you're conflating my argument with that and getting needlessly flustered. It IS however an artistic problem when it is so ubiquitous and such a crutch. Aside from underplaying any serious human drama, as gameplay it's also just boring to fight the same waves of enemies over and over, especially when there are no boss fights or rewarding exploration. It's not good pacing, it is just there to fill out these still very short games.
 
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If I skip part of your post, it's because I feel like we've reached a stalemate.


Well for starters that's a pretty vacuous complaint. Any story is gonna be subjective so you're free to just to think of it as cyberpunk, but "petty generic" is something you probably should be expanding upon. Every element of the backstory and worldbuilding are meticulously crafted, nothing is put in that doesn't serve either the plot or gameplay, and usually both. I never accused it of being entirely original, I'm sure there are lots of cyberpunk stories that deal with memory, but it's the attention to detail and the building upon old ideas to tell their own story (see my spoiler plot summary) that is the mark of a true work of art.

They aren't meticulously crafted at all, it's a generic amnesia backstory with a generic cyberpunk setting complete with a generic super powerful evil corporate entity and
an ending twist yanked from Beneath a Steel Sky, but at least Beneath a Steel Sky didn't need a fucking amnesia plot to have the whole "didn't know it was your father trying to make a better world that fucked it all up" twist. Seriously, fuck amnesia as a plot device, it's just a giant "someone important to you is evil" sign.
It has a few decent ideas but doesn't expand or explore them in any interesting or meaningful detail.


"Why am I using less combos than in a character action game?", yes, I already addressed this, repeating it without going into any detail or refuting my statements won't help. I don't understand how you can see it as formulaic given that different combinations of unique foes absolutely require different strategies and uses of S-Presens, or how you can defend Bioshock Infinite in the same post when, in spite of some unique enemies, it so often reuses waves of enemies and never requires your magic powers (unlike in Bioshock 1). There is definitely a bit of a build-up where in the beginning you spam the same two attack chains, but the set pieces and art direction, and general not overstaying of its welcome (again pacing and no overuse of enemies) should carry people to the really great parts of gameplay.

Ultimately the combat boils down to rattling off the correct combo for the opponent and situation, so once you've worked out what the fuck to do it's repetitive because the game isn't difficult enough to force hard choices on the fly. It doesn't help that it's broken up by those mindless stupid platforming sections either.

I defend Infinite because it's a game about violence,
the massacre of poorly equipped enemies is a repeating theme in the plot.
Plus it manages to have basically viscerally fun combat when you fly in on the sky-line using a machine gun, skull crack one guy with the hook, shoot another with the pistol, while getting Elizabeth to pull something from her bag of tricks to help with some of the other enemies.


I played this game less than a month ago. I spent two and a half hours articulating my thoughts to make the OP, and did not shy away from criticizing it for its numerous flaws. Its obviously true that I like the game, but it's fucking sad state of affairs where I can't post an artistic analysis of a game without someone calling me a fanboy purely out of disagreement.

I didn't call you a fanboy purely out of disagreement, I called you a fanboy for acting like a game with a generic setting, shit platforming (uncharted can fuck off too), dull combat, and not one vaguely unique story element is the magnum opus of gaming.


Oh, ok, I get it now. That's why we had a rotary ice cream scooper with thirty different stupid looking and bloody executions (why so many different animations if they don't want you to melee?), to build Elizabeth's character. But if the level of violence (Prince of Persia did this waaaay before without the gore or bodycount) is truly necessary so that the game could avoid stupid cutscenes, why is the game also a nonstop collection of stupid cutscenes that are racist and full of plot holes?

Ignoring the obnoxious facetious nature of the argument you're making here, they probably made several executions because they built a complete and satisfying combat system instead of half arsing it, but no that wasn't the part of the combat intended to build the relationship with Elizabeth (incidentally it's not to characterise her, but to make the player actually consider her helpful rather than a MacGuffin princess), Elizabeth helping is basically essential to your survival in several fights.


But if the level of violence (Prince of Persia did this waaaay before without the gore or bodycount) is truly necessary so that the game could avoid stupid cutscenes, why is the game also a nonstop collection of stupid cutscenes that are racist and full of plot holes?

If your interpretation of the story of Bioshock Infinite was that it was in any way pro racism I would suggest you haven't thought it through. It doesn't exactly cutscene you to sleep either, while there are cutscenes they don't drag on forever.


I'm also pretty sure I did kill people in the thousands in Last of Us, but fuck I dunno, I still feel like I'm playing that game it was so boring. Besides which the white death was a sniper, and I killed about half the people in LoU AND Infinite with my bare hands (ok, bare scooper) and the rest at pretty close range, all the while being copiously shot at (which I'll admit bothers me less in Infinite, a game with magic, than in so called "survival horror" Last of Us). On the subject in general, I suggest you watch this video before replying.

I attempted to watch that video.. then the person supported his argument by saying that action mechanics (something limited by technology, unique to games with a GUI, and forced to alter with the rise of modern military shooters due to high speed projectile weapons) have evolved more than conversation mechanics (not limited by technology, have existed since text adventures, and not forced to change by game evolution). My point was that the body count is irrelevant if the game is still good -- I'm not arguing that The Last of Us is a brilliant game, but if it's not good it's not because the body count is too high (it can be too high *for the game* but it's not an inherent flaw).


Video game violence isn't a moral or social problem and I think you're conflating my argument with that and getting needlessly flustered.

Actually it's more that the ludonarrative dissonance argument regarding Bioshock Infinite has been making me slowly lose my faith in the deductive reasoning skills of my fellow man.


It IS however an artistic problem when it is so ubiquitous and such a crutch. Aside from underplaying any serious human drama, as gameplay it's also just boring to fight the same waves of enemies over and over, especially when there are no boss fights or rewarding exploration. It's not good pacing, it is just there to fill out these still very short games.

In a game about violent events, where the violence does not run counter to the plot, violence is not the issue. While endless combat (especially if it's badly made) can fuck up the pacing, it can also be activity that gets the characters towards goals and can also reinforce the personality of the characters (by their verbal or physical actions and reactions like in Bioshock Infinite or Warcraft 3) or can show the characters development within the story as in
Walker's increasingly psychotic executions and verbal kill confirms in Spec Ops: The Line as he descends into madness.
It boils down to how well made the game is.
 
"Generic, dull, repetitive, insert triple AAA buzzword", you're right, we are at a stalemate in regards to Remember Me. Why don't you come up with a few ways to actually articulate your feelings and then we'll talk.

Now you are certainly actually bringing up points I could follow up on in regards to Infinite, but that isn't the point of this thread. Feel free to post an Infinite thread and I'll bash it relentlessly.

Trax said:
I called you a fanboy for acting like ... is the magnum opus of gaming.

This, right here? This is more hyperbolic than anything I said in the OP. The OP is the amount of thought I put into every game I play, actually a great deal less given that I had to avoid spoilers and leave a little for discovery. I decided to make and post it because the game did not sell very well at all, and because I believe the developers can improve from their mistakes. But we can't just each like our own things, not on the internet and not with video games. Please. You don't get to say something as pretentious as "slowly lose my faith in the deductive reasoning skills of my fellow man" when you're being the kind of typical gamer brat that is keeping artistic discussion of the medium at a crawl. But by all means, make that Infinite thread.
 
This, right here? This is more hyperbolic than anything I said in the OP.

Nothing I said in that paragraph was particularly hyperbolic in the context of this thread, you talk Remember Me up as one of the best games out there, I pointed out that it has several glaring flaws. Perhaps my criticism is harsher than the game deserves, but my main interest originally was in offering a contrast: you seem to look past the problems because the game has solid atmosphere, I can't forgive flaws in the interactive part of an interactive medium AND the story because the atmosphere is well made.


You don't get to say something as pretentious as "slowly lose my faith in the deductive reasoning skills of my fellow man" when you're being the kind of typical gamer brat that is keeping artistic discussion of the medium at a crawl. But by all means, make that Infinite thread.

I don't need to make a thread where I act like the fucking Shamwow Guy for Bioshock Infinite as you have here for Remember Me, Infinite has sold millions of copies, is recognised as quality by the vast majority of players and critics alike (including many critics who piss on the vast majority of AAA titles), and has received a good number awards -- it doesn't need me to get out my megaphone to advertise for it, but that doesn't mean I'm not going to continue losing faith in peoples reasoning skills when they complain about the violent gameplay of a game where the story is almost entirely about violence.

Also you don't get to call someone else pretentious and expect to be taken seriously when you use language like "keeping artistic discussion of the medium at a crawl" in the same sentence (and how you've come to that conclusion I may never know), that's pot meet kettle stuff right there.
 
You know I'd like to think I actually enjoy arguing with people on the internet, I mean otherwise why would I keep doing it, but when I made this thread it was supposed to be a nice thing so you know what, you are right. You are right about everything. You were right to tell me to fuck off (or as you call it, offering a contrast), and about my deductive reasoning, and you're right that just because a game sells well and is reviewed well it must be good and isn't worth talking about as a result. And you're right that if someone disagrees with you at first, it's because they are overlooking glaring flaws and you should just repeat the word generic four times until it gets through their thick babby skull. Have a nice day.
 
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Remember Me was one of the titles I was excited for the most back in 2013, but it was simply very underwhelming. The art direction is fantastic and Neo Paris is breathtaking but the plot/gameplay weren't up to the art's standards imo. The combat was a poor carbon-copy of the Batman Arkham games (thats not always necessarily bad though), with a simple twist in being able to "make your own combos" that I thought, while adding depth to the combat, was unnecessary and kind of dull. One thing I liked that I wish they'd emphasized more on though was Memory Remix. It was unique and fresh, and I hoped they'd do more with it and emphasize more considering it's what they've been marketing the most from what I've seen. Overall it was a pretty unique and fresh although a bit underwhelming new title from my experience.

I didn't finish it though, I gave up on it after a while. Maybe I should give it another shot.
 
Honestly I think you're fanboying pretty hard here, the story is pretty generic cyberpunk, the combat is repetitious and formulaic, and the memory alteration segments aren't story and gameplay mixing as one because they use a mechanic that doesn't exist in the rest of the game -- at best it's joining them together with some rough stitching (so I'll grant it's functional but inelegant). I'll credit the atmosphere and art as being well above average though.




The point of all the killing in Bioshock Infinite was that as you progress Elizabeth becomes more helpful in combat so the player grows to see her as more than just another fucking generic kidnapped princess -- it's meant to be a subtle way of building that relationship rather than forcing it through bullshit cutscenes. The other thing you're missing is that the combat is based around shooting not melee brawling so enemy numbers compensate for the fact that it only takes a shot or two to put them down. The Bioshock Infinite story is primarily about violence so anyone complaining about the violent gameplay can fuck off.

I'm loathe to defend The Last of Us as it's a PS exclusive and fuck exclusives, but if Simo Häyhä could kill 500 organised (vaguely) soldiers in about 100 days of very little light during the winter war with a gun that is inferior to many weapons available to civilians today then I don't consider it correct to call a game out on its body count until it's into the thousands.

This is really something I agree with. I thought the combat was awful, The plot was boring, and overall I got a really boring feeling from this game. I enjoyed the music more then anything. This game was highly overhyped and sadly it flopped hard. This isn't a game I really want to remember.
 
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