3D action game, published by Capcom. Developed by a company called Dontnod, which I can't find any info on.
I'm pretty interested in this. The Neo Paris setting sounds amazing, and there's some really cool concept art.
Moderator: JC Denton
by mothmanspirit » 20 Sep 2012 02:13
by mothmanspirit » 20 Sep 2012 02:27
by Ryusenshi » 07 Feb 2013 23:14
Stéphane Beauverger wrote:In Neo Paris, in the near future, most inhabitants are equipped with a plug at the back of their necks allowing them to exchanged computerized memories with other people. Memory hunters are able to erase and steal those data. The player character, Nilin, is one of them, but when the game starts, she wakes up, amnesiac, in the city's low-ends. She is peculiar in that she's able to modify memories by moving objects around. Using the left analog stick as a clock hand, the player can go back in time and pause to change elements, so that the memory is modified without anybody noticing. Those phases of memory hacking are called memory remixes.
As an action-adventure game in a cyberpunk universe, Remember me alternates between combat and exploration phases, memory remixes being the culmination points that make the main story progress. There are no time paradoxes, only painful confrontation between memory and reality. The game is linearly built around a strong narrative structure, and there is little opportunity to explore future Paris.
The first memory remix is very short. Are the following one going to be more substantial?
The first one acts as a tutorial for the player to learn how to go inside memories and modify them. Each memory remix reveals informations about the main plot and, the more the plot advances, the more those memory remixes are going to be important to unravel the nature of the world, as well as Nilin's past. E.g., the first memory remix shows how people trade memories and that some trades can cause diseases that get treated in hospitals just like the diseases we are used to. [...]
Characters whose memories have been modified can subsequently meet those they thought were dead, because of memory remixes. What will happen then?
Good question, yet I cannot tell more. Maybe will they realize they have been manipulated and react badly. In a society where everything is mixed up, all is fair. Possibly Tommy never was Nilin's friend and someone made him think so a short time before the heroin arrived. With memory control, no one can be trusted. [...] Nilin is the only memory hunter able to alter memories, the others can only delete them or steal them.
Is there only one way to win the given mission in a memory remix?
During the tutorial, choices are limited since the point is to teach the player how to interact. Further into the game, options are more numerous and more elaborate, although in the end there is only one good method. The player can try as many times as he likes and this isn't a punitive play phase. We have created what we call memory crashes when the player modifies a memory in a way the victim cannot concieve as plausible.
Do collectible objects help to augment the heroin's memory?
Those "collectibles" aren't used to improve her memory, they allow her to understand better the worlds in which she lives. Making a futuristic world live and breathe is always more difficult, as there are more elements to put into place for the player to understand the world around him. This is partly the reason Nilin is amnesiac: she has almost the same level of information the player has when the game begins. The main point is that you cannot change the world if you don't know yourself. Thus, Nilin has to re-discover who she is to complete her mission.
[The interview goes on about the themes and Beauverger's career path.]
Jean-Max Moris wrote:The creative process involved some sifting. In the beginning, there were four characers in an open world. They corresponded roughly to the four themes we wanted to tackle : drit in environment, society, technology and family. That was only at the very start, on paper, when everyone's happy and thinks one can bring five thousand helicopters in a single room. Then, a reality check makes you understand that isn't going to be doable... Restraints force you to think upon what you really want to tell. Among the four characters, we realized that only one of them was really essential. There is no other "because" than refining our creative vision.
by dinopoke » 08 Feb 2013 04:12
by Ryusenshi » 14 Feb 2013 21:08
Matt Leone wrote:At first sit down, Remember Me's identity is hard to spot. Take it apart, and you'll find combat that feels like a clumsier version of Arkham Asylum's, climbing that feels like Uncharted's with less spectacle and a main character that looks like someone you'd see on a '90s PC game's box art.
But as the title implies, Remember Me puts a twist on standard action game concepts through a heavy focus on its futuristic world and the high tech toys that feed into it. Based on what I've seen and played so far, those toys seem best realized by the game's Combo Lab and the ability to jump into other characters' memories and change them.
The Combo Lab is basically just a menu screen, but it gives players a series of unlockable powers that they can assign to specific hits on a combo string — stopping short of giving them animation-breaking options where they can create their own combos like in God Hand. Instead, players beef up pre-set combos with powers (or "pressens") that add bonuses whenever those hits in the combo connect with an enemy.
Early in the game, for example, you have access to two pressens — one that gives you health points every time you connect a combo hit with it assigned, and another that breaks an enemy's block when you connect a hit with it. So as part of the game's tutorial, it teaches you to manage a combo by making the second hit break the enemy's block so the third hit can earn you more health.
Taking things further, the later in the combo string you place a pressen, the more powerful it becomes. It adds up to a fairly complicated system made for those who love to micromanage, though at the moment the combat itself seems a bit soft — each hit fails to look like it makes much of an impact, and most battles seem to devolve into hit, dodge, hit, dodge — so I'm curious to see if those will improve enough before release to make the Combo Lab worth the effort.
The game's other defining feature at the moment — jumping into characters' memories to change them — is what I imagine will make Remember Me stand out to most who play it. The idea is that when main character Nilin comes across certain characters, she can zap into their heads, go to a dreamworld state and play through interactive story scenes to change what those characters remember. Early on these seem straightforward — you can jump into a woman's head to make her like you instead of hate you — but the presentation works very well, and the potential for these scenes later in the game seems massive.
Unfortunately, I haven't played enough of the game and these scenes to talk about them in more than potential terms at the moment. So for now, I see potential in the Combo Lab and the memory story scenes, and rough edges on the traditional combat/navigation mechanics. With any luck, these will gel together better by the time the game hits stores in May.
by Steven Berg » 27 Feb 2013 17:16
Capcom has announced Remember Me will launch on June 4 in North America and across Europe on June 7 on PC, PS3, and Xbox 360.
by icycalm » 27 Feb 2013 22:03
by Dolt » 04 Apr 2013 21:00
What are the game's literary influences?
There is Orwell in there, as you may have guessed. The game is set in 2084, which is one hundred years after [Orwell novel] 1984.
Even if Morris had changed Nilin to be male, that solution produced its own drama. “We wanted to be able to tease on Nilin's private life, and that means for instance, at one point, we wanted a scene where she was kissing a guy,” Morris said. “We had people tell us, 'You can't make a dude like the player kiss another dude in the game, that's going to feel awkward.'”
Morris chuckled. “I'm like, 'If you think like that, there's no way the medium's going to mature,'” he said. “There's a level of immersion that you need to be at, but it's not like your sexual orientation is being questioned by playing a game. I don't know, that's extremely weird to me.”
Finally, how would you like Remember Me to be remembered?
You know, I'd like it to be remembered as a game that said 'you can have a strong female lead in a sci-fi action adventure game, and it be successful'. I'd really love to see that, because you wouldn't believe how many times I've been told that it isn't possible!
by Dolt » 02 May 2013 20:36
by Qpo » 01 Jun 2013 03:22
by panegyrist » 04 Jun 2013 09:29
by dinopoke » 05 Jun 2013 19:33
by icycalm » 16 Jun 2013 17:34
Colonel Panic wrote:I've finished it. I thought it was absolute garbage in terms of gameplay. It managed to be even more linear and patronising than the 2013 Tomb Raider game. It had some great music, visuals and an interesting story, but the dialogue was pretty poor and the message a bit flakey.
The combat and memory remix stuff showed a lot of promise but ultimately the former was nowhere near as fluid as its rivals and easy to cheese. The latter was just there to seem like you are having some effect on the story, but all you get for altering memories in a way the game doesn't want you to is achievements.
This game is maybe worth it for less than £20 and only if you're into scifi bullshit (Which I am, but I paid too much for the game).