Objects on screen are not as meaningful as they appear |
Do any of you
remember that kid from high school? The
one who was astonishingly smart and gifted, but couldn’t be bothered to apply
himself, even though the guy could be the next Steve Jobs if he wanted? Remember
Me essentially feels like the video game embodiment of that kid. Set in a hyper-advanced “Neo”-Paris in 2084, Remember Me, for all intents and
purposes, has the potential to be the best game of 2013, at the very
least. The presentation is beyond stunning;
nearly perfectly melding the beauty of Paris with futuristic technology, while
maintaining a fervent level of action that keeps you on the edge of your seat
without appearing obnoxious.
Unfortunately, it seems to fall short in literally everything else that
it attempts. The characters range from
underdeveloped to outright forgettable, exposition is sparse and rushed to no
end, each level is mind-bogglingly linear and “deep combat” is nothing more
than a façade, just to name a few problems.
In a sense, Remember Me feels
less like a video game and more like Dontnod Entertainment simply wanted to
develop a sci-fi TV series.
Hell,
maybe that’s what they should have done in the first place, as it would have
given them more time to clean up this mess.
Remember Me revolves
Neo-Paris, a futuristic remodeling of Paris after the effects of global warming
and a massive European war ravaged both the human population and the region,
respectively. At the same time, the
company Memorize, specializing in memory manipulation, has gained control over
the city’s population with their new device, the Sensen, a machine that hooks
up to the user’s brain stem and allows them to transfer their memories like
data on a computer, sharing certain memories with different people and erasing
painful ones. However, this, in turn,
gives Memorize unfiltered access to the thoughts of all Sensen users, which is
nearly the entire Neo-Paris population, allowing them to create an Orwellian
surveillance state within the city, tracking any potential “undesirables” and
imprisoning them at will, erasing their memories and transforming them into
Leapers, insane, violent mutants who inhabit the slums and sewers of Neo-Paris.
In order to combat
this oppressive regime, the enigmatic Edge has started up the Errorist
movement, a group of people who seek to bring about chaos in the city, tearing
down the system of memory surveillance and giving the people control once again. This is where our protagonist, Nilin, comes
into play. Having just been arrested and
gotten her memories wiped, she is contacted by Edge while on her way to be
turned into a Leaper, who manages to hack the prison’s systems and assists
Nilin in her escape. Free from her
binds, Nilin is guided by Edge in an effort to recover her lost memories,
uncover Edge’s true identity and dismantle Memorize’s stranglehold on the
city. Now, while that all sounds like
the grounds for a down-right spectacular plot, it’s the execution of this story
that causes the whole thing to fall
flat on its face.
Jesus, where do
you start with this thing? For starters,
the characters, with the exception of Nilin, are completely unrealistic and
forgettable. In almost any story, if a
character is to be considered important, the viewer needs time to adjust to them
and understand their views, actions, appearance and so forth, so that we may develop
an opinion about them. Remember Me, on the other hand, simply
introduces most of them at the beginning of each level with a quick description
and proceeds to give us literally NOTHING ELSE to work with until we actually
approach the person near the level’s end.
What little exposition we do get on them either comes from collectable
info packs (more on those later), or from a truckload of personality traits
being dumped into the small amount of screen time that they get, thus making
them look more like stereotypes than real, relatable people. On top of that, the majority of them are
insignificant to the overall narrative.
Because of how little focus many characters are given, we either
completely forgot that they even existed, or if they do manage to get a little
extra focus down the road, I actually found myself struggling to recall who the
hell they even were. If you aren’t going
to give these people the time they need to leave an impact on us, you can’t
expect us to give a damn about them.
As I mentioned
before, however, Nilin is the one rare exception to these circumstances. The last, best hope for the Errorist
movement, Nilin comes off as a strong, defiant young woman, more than capable
of defending herself, while still seeming human, expressing her disapproval
with the Errorists ongoing tactics of causing chaos in Neo-Paris, even at the
expense of the lives of innocent civilians.
In between each mission, we see her monologue about how she is reacting
to these events, slowly coming to terms with her true identity, the powers that
she wields and how she can handle all of this, all while traveling through a
virtual realm that is supposed to be the manifestation of her memories; a realm
that shapes itself to her current mood and intended actions. In all, not only does Nilin appear incredibly
admirable as a character, but she also highlights one of the strengths of Remember Me’s narrative style: its
ability to take an inch and run a mile with it.
While this ability
does not do the game favors with most characters, many scenes in the game, the scripted
action sequences in particular, have every second that they can afford utilized
in an exemplary fashion. You never get
the sense that the cut scene designers felt clueless at any point, as
everything that we see is done with purpose.
The more casual cut scenes never feel pointless; the characters say what
they need to say, do what they need to do and move on. It allows for so much to be accomplished in a
short amount of time, all without overwhelming the player. And the action. Dear God, the action scenes flow about as
smooth as silk sheets in a breeze. Every movement and gesticulation occurs with
such fluidity that we can really feel immersed in the situation at hand, and even
better is the pacing of this action, which made it so that we could be amazed
without being overwhelmed. I could be
blown away by the intensity of each scene and not have to replay the moment in
my head to fully understand what happened, not once having to ask myself “Did I
miss something?” And yet, ironically
enough, this surging, fluent pacing just might be what truly kills this game’s
story.
If you go back and
read the synopsis I wrote up above, you’ll notice that it’s rather
bare-bones. I say this because if you’re
expecting things to be far more fleshed out when you go through the game,
you’re going to be in for a rather nasty surprise. Just like how most characters are given the
bare minimum in terms of exposition, practically every element and theme in Remember Me is pretty much just glanced over;
all while we’re being told that these ideas are supposed to matter and we’re
supposed to be invested in them. Everything
from the back stories of various antagonists to the technology that makes up
Neo-Paris to the provocative, thought-provoking concepts that are mused over
never seem to get the amount of focus that they rightfully deserve. Instead, we are given those small collectable
data caches that I mentioned earlier.
Similar to the
codex in the Mass Effect series, they fill you in on various machines, VIPs and
past events that make up this world. And
frankly, if this is all you’re going to give us, instead of coupling it with an
immersive world that feels like it lives and breathes, it really feels like
you’re not even trying. We cannot be
expected to invest ourselves into this world if efforts are not taken to show
the player just what kind of effect the events that are taking place can have
on the world, and not once are we given the chance to engage in any activity
that might allow us to feel the pain that is felt by those who live under
Memorize’s rule.
Can't you just feel the emotion? |
It really is a damn
shame too because, as I mentioned before, the themes that make up this game
come off as incredibly deep and profound, such as whether or not the suffering
of innocents can justify an uprising, whether we should ignore painful memories
or learn from them and the idea of Nilin’s amnesia allowing her to view her
situation from a whole new light.
Furthermore, when she remixes a target’s memories in order to manipulate
them, we are actually in charge of taking this memory and altering minor
elements that will add up to a different conclusion, at least from the
perspective of the target. These parts feel
quite similar to Run Lola Run,
reminding us that even changing the smallest, seemingly trivial thing can alter
our future drastically. I wanted to mull
over these further with the game, but
without the proper development, they come off as nothing more than the
pretentious notions of an already poorly executed plot.
Thankfully, the
same cannot be said for Remember Me’s
art direction, music and atmosphere. I’m
beginning to get the feeling that Dontnod spent all its time on the game’s
visuals, because Paris has never looked this engaging. The French architecture alone is worth
highlighting, as every hallway, balcony and street is steeped in the intricate
stone carvings, filling the city with untold amounts of culture. Inversely, the technology that is spattered
across Paris gives each area tons of personality, whether it be the use of
holograms across the city walls, even if they come off as distracting
sometimes, robotic servants performing their duties without a care in the world
and the other bits of machinery that cover living rooms and blend together with
buildings. Admittedly, the appearance of
these electronics can give some areas a cluttered, almost obtrusive feel to
them, but these situations are few and far between and they typically meld
together with an almost unparalleled beauty.
But it’s not just
the mixture of new and old that gives Remember
Me its visual flare. Each level has
a distinct vibe to it that the graphics capture perfectly every time. The slums and underground stages are cast in
darkness and a feeling of depression, with disrepair and filth littering the
player’s path, although some parts can feel a bit hammy with their attempts at
horror. The city streets are a perfect
blend of technology and classic architecture.
The buildings controlled by Memorize appear clean and controlled, but
have an overwhelming, almost menacing feel to them, as if the constructions
surrounding the player are concealing something far more sinister. Even the virtual reality segments have a
strange appeal to them, the abyss invoking an enigmatic serenity that you don’t
see in many games. These vibes are
complimented even further by the soundtrack.
It’s mostly a mixture of symphonic and electronic elements, but they
feel so utterly appropriate for these scenarios, with the harmonic elements
granting many action sequences a heroic motif to them, while the electronic
arrangement grants many portions of the game a rhythmic aesthetic that mostly balances
out the traditional instruments, even if the symphonies can feel a bit overused
at times. But that all lies upon the
surface of Remember Me. At its core, the gameplay, much like the
story, is a shoddy, shallow mess.
Nothing about Remember Me’s gameplay is wrong or
broken, per say, aside from some minor hiccups with the camera and
controls. Rather, it speaks volumes to
the game’s overarching problem: untapped potential. Each level boils down to making your way from
point A to point B, while presenting the player platforming sequences a la Uncharted, fighting off various goons in
a similar fashion to the Batman Arkham
series and typically finishing off with a boss battle. One of the big problems that immediately
comes to mind is how the game holds your hand at almost every instance that it
is given the chance. Tips are constantly
flashing on the screen during combat.
Getting lost is practically an impossibility due to the overly linear
pathways. Remembrance sections,
sequences where Lilin follows the holographic personification of the memories
that she stole from someone in order to get around certain obstacles, are
nothing more than a hi-tech version of follow the leader. THERE ARE LITERALLY ARROWS POINTING TOWARDS
THE NEXT PLATFORM THAT YOU SHOULD GO TO!
On top of all of this, going back to the linear pathways, there are
various collectable strewn across each level, such as the info caches and
health upgrades, but finding them is about as easy as finding fries at
McDonalds. They tend to be “hidden” down
small paths or on ledges that obviously don’t lead in the direction of your
objective, emphasizing that there has to be something there, thereby
eliminating any sense of it being a secret.
Linearity is the name of the game in Remember
Me, and that doesn’t stop with the platforming.
Where do I go from here?! |
The combat
certainly appears deep and visceral to the naked eye, but one to two fights
reveals that it’s no less shallow than the rest of the game. Nilin is equipped with a number of tools that
come her way at a steady, albeit uneventful, pace, including the Spammer, a
“Memory-shooting” gun that overloads enemies’ Sensen’s, which is mostly
situational and doesn’t hold much practical appeal to most fights, a short list
of customizable combos and S-Pressens, unlockable special moves that allow
Nilin to clear the battlefield far more easily.
Nilin handles smoothly enough, dodging by jumping over enemies while
utilizing combos to build up energy to perform S-Pressens, although a lock-on
feature would be more than welcome in certain scenarios.
As for the combos, you don’t customize the
button inputs themselves, but rather you affect what each input does with
Pressens, button presses that speed up S-Pressen recovery, recover health, do
more damage or increase the effect of Pressens used previously. Customizable combos really feel superficial
in the grand scheme of things, but the true problem lies in the core of the
combat, as well as the gameplay in general.
Enemy variety does evolve as time goes on, with Memorize forces adopting
shields and mechs while Leapers use their memories to strengthen their power
houses, but the formula remains the same: dodge, perform combos, use
S-Pressens, repeat until the battle is over.
There’s nary a sense of variety, customization or choice to any of it
and you’ll find yourself just going through the motions after a while. The same goes for the rest of the game; just
fighting, then jumping, then fighting, then jumping until you reach the boss,
with an occasional puzzle thrown in to try and break up the monotony, most of
the time feeling like a case of too little, too late. And yet, strangely enough, the combat has
more than enough appeal to keep you going until the credits roll.
For one, the boss battles are leaps and bounds
beyond the repetitive nature of regular combat.
Ignoring the final boss, which is your typical “fight a giant without
actually fighting him” affair, each encounter actually requires the player to
think on their feet and strategize for a change. Whether you’re going three rounds in a street
fight with a super charged ex-Memory Hunter or facing off against a prison
warden who can manipulate virtual reality, they have more personality than practically
all the previous fight scenes combined, breaking away from the tired old
dodge-and-punch formula and really trying to leave an impact on the player,
even if the trick to beating certain bosses doesn’t reveal itself until the
game decides to tell you.
But even the
regular fights have a certain draw to them.
Although they may be fairly simple, they are still entertaining for the
same reason that the scripted action catches your attention. Every attack is done with such purpose and
energy that you’ll swear that you were watching a Jackie Chan flick, and not
once did I notice the frame rate chug.
This is also true while Nilin traverses various platforms which, while
incredibly linear, are still quite hair-raising. The difficulty even manages to compliment
this by punishing you for failure, but not in an overly cruel fashion to ruin
the pace, thereby keeping you focused on the action. However, no matter how fun it looks, no
amount of window dressing can compensate for the fact that the gameplay is simply
has no depth to it.
And
that pretty much sums up Remember Me
perfectly: spotless beauty that alludes to a deeper purpose, only to reveal
that it’s about as deep as a kiddie pool.
Sure, it looks and sounds incredible, but the story, gameplay and world
in general are so underdeveloped and borderline nascent that it makes me wonder
if something went wrong during the development process. I know that this could have been a superb
adventure throughout Paris, as there are brief glimmers of brilliance scattered
throughout it. I get the feeling that it
would have been more successful as an open-world adventure game, similar to Assassin’s Creed or Fallout, as it would have given the story more time to develop,
allowed the player to interact more with the NPCs in order to get a better
sense of what ails them and might have even delivered more varied combat
situations. Hell, considering how much
Nilin’s story has to offer, I’d say this could have even accomplished more as a
TV series. At least that would have
eliminated the need to worry about gameplay and allowed the creative team to
focus far more on adding depth to the narrative. But, as it stands, Remember Me is the kid who, for all intents and purposes, could have
been President, but just ended up as a tour guide in the White House. Stick to making movies, guys.
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