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Remember Me Review

Remember Me Review

It's been said many times that launching a new IP towards the end of a console generation is a rather risky strategy, but that certainly hasn't stopped Capcom from giving it a try with a game that's ironically called Remember Me. By injecting some very interesting concepts, DONTNOD Entertainment are hoping this game will stand on its own two feet and from the looks of things, it may well do just that.

Taking place in a rather futuristic version of Paris called Neo-Paris, Remember Me has you take control of an elite memory hunter called Nilin. The only issue is that she's... lost her memory.

As you play through the game, you'll learn more about Nilin's past, but also why the world has become so corrupt due to the ability for people to control their memories. You'll also learn the true power of memory hunters, which leads to a rather interesting gameplay mechanic that you'll get to experience a few times throughout the game.

The story is well crafted from a technical perspective, but there's something about it that stops it from melding that well over the entire game. Things happen that seem like they "should", but by the end it felt a little bit unsatisfying. Nihil was a good protagonist, but it's a shame she didn't have more conviction. It's understandable given her lack of memory, but she seems to take a lot on blind faith.

At its core, Remember Me is a classic beat 'em up game. It follows a fairly linear structure where you'll got through platforming sections for a bit, where a small amount of story might be divulged, and then end up in a closed fight "arena". At this point you'll either have to tackle some generic enemies or take on a more difficult boss.

Nothing out of this sounds all that inspiring - this kind of thing has been done before. Where Remember Me tries to separate itself though, is through the addition of something called a Pressen. Throughout the course of the game you will unlock four main combos that you can perform. On the surface, this doesn't sound like that many, but the inclusion of Pressens makes them rather dynamic as you can change what each step of a particular combo does.

It might sound a little complicated at first, but the premise is actually quite simple. Say you have a combo that involves four punches. By using Pressens, you can make each punch do a different thing. These vary from straight damage to lowering cooldowns for your S-Pressens or even increasing your health during a fight. In short, it makes the whole thing much more tactical. For example, you could to set up a mass healing combo or one that cuts your cooldowns significantly. Alternatively, you could choose to create combos that combine all of them, so you get a little bit of everything as the combo pans out. It's also worth noting that the further into a combo the Pressen is placed, the more its effect gets amplified.

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