[tabs] [tab title=”Game Details:“]Released on June 4th 2013, Remember Me was developed by DONTNOD Entertainment and was published by Capcom. This Lag Factor analysis was performed on the Xbox 360 version of the game.[/tab] [/tabs]
About Remember Me:
Announced on August 14th, 2012, Remember Me was a breath of fresh air in a sea of military combat shooters. The player stars as Nilin, a member of the “Errorists” – a group of individuals trying to take down the Memorize corporation. Memorize developed an implant known as the Sensation engine, which allows its users to modify and store their memories onto the net, resulting in a form of control over the general populace. Recovering from a memory wipe, you have to guide Nilin through various forms of platforming, combat, and exploration inspired by the likes of Uncharted and Batman: Arkham City. While the premise of the game is certainly interesting, it received lukewarm reviews among the gaming press, with an average Metacritic score of 70.
How it looks:
The game is certainly serviceable in the visual department. Remember Me runs at a relatively stable 30 frames per second (FPS), and I only saw it dip below this number on very rare occasions. There is almost no screen tearing throughout the game, which is great considering the plethora of games disabling v-sync nowadays in order to keep the performance up. The character models are slightly above average by today’s standards, although they have some low-resolution textures on their clothing. No major complaints on the environments either; I found it interesting how the game’s scenery compliments the character models in terms of color palette, showcasing several shades of brown, orange, white and black. There are a lot of jagged edges scattered throughout the environmental structures, which is expected considering the limitations of the hardware. The lighting in this game is heavily reliant on blooming, so I’d advise against maxing out the contrast setting on the HDTV (unless you’re a fan of looking into the sun). The game does feature a film grain filter to enhance its cinematic feel, motion blur effects, as well as various depth-of-field effects to keep you focused on Nilin’s immediate surroundings. There are no glaring faults in the game’s presentation, and there’s nothing particularly amazing about it either. Decidedly solid presentation overall.
How it feels:
The majority of Remember Me focuses primarily on exploration and combat sequences, with obvious inspiration taken from the Uncharted and Batman: Arkham games. I wasn’t a fan of how Nilin handles in this game in either aspect. She has a considerably weighty feel in her movements, particularly in the way she runs around and performs her jumps. Coming from games like Uncharted, it felt a little sloppy trying to be precise with jumps between buildings due to the awkward placement of the camera at times (the game shows overlays so you know exactly where to climb). The combat segments in the game should be familiar to anyone that has played the Batman: Arkham games, revolving around constant evasion and combos to take out multiple enemies. Initially, I thought it was going to be a nightmare to handle on my Samsung HDTV, however it wasn’t punishing due to the freeze-frame that activates during combos. Remember Me’s combat is very rhythmic, relying on timing your button presses rather than mashing them. The game compensates for different HDTVs by freezing the game for a split-second every time Nilian attacks an enemy, giving you enough time to follow up with another button to continue the rhythm. If done successfully, Nilian activates various powerups in the form of Pressens, allowing her to regenerate health, increase her attack power, and a host of other abilities unlocked later in the game. The downside to this is that the combat becomes monotonous and slow, constantly freezing between button presses. It exaggerates the feeling of input lag. Oh, and you have to watch for enemy attacks, of course.
The biggest omission from Remember Me’s combat system is a way to parry attacks. Your only option against enemy attacks is to dodge them. Being forced to dodge enemy attacks ends up breaking your combo string, resulting in combat scenarios that drag on much longer than they should. While the freeze-frame mechanic standardizes combat timing, evasion timings are completely random depending on when the enemy feels like attacking. As there is no reward for buffering attacks before the freeze-frame, the pace of the combat felt awkward. The exception to this rule is activating Sensen Fury, which removes the rhythm timing from combat for a brief period of time (requires cooldown for a minute before it can be used again). Playing on my Samsung HDTV, it was a pain constantly having to drop my combos to avoid enemy attacks without getting hit. I decided to switch to my ASUS monitor to see if it helped with its lower input lag rating. The combat mechanics stayed mostly the same, however there was a decent improvement in responsiveness when trying to dodge enemy attacks. It became a little easier dealing with several enemies at once, but it didn’t improve the feel of combat by much. The game still suffers from monotonous combat that does little to reward creativity and experimentation due to its rhythm-based inputs and lack of varied defensive options.
Pros:[list style=”plus”] [li]Solid frame rate throughout the game[/li] [li]Good character models and graphics[/li] [li]Interesting storyline and premise[/li] [/list][/column] [column size=”one-half” last=”true”]
Cons:[list style=”minus”] [li]Freeze-frame combat gets dull quick[/li] [li]Platforming can be a chore[/li] [li]Nilin feels weighty/clunky in various ways[/li] [/list][/column]
Recommended Display for Remember Me:
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