Remember Me is the kind of game you'd expect a first-time developer that's not located in any kind of development hub to make. It's a science fiction auto-platformer (Uncharted, Enslaved, etc) brawler game. It's set in Neo-Paris; in the future, climate change refugees and income inequality lead to a European Civil War which ends with people using earthquake-bombs to destroy Paris. As Paris is being rebuilt (as Neo-Paris), a company called Memorize develops a technology to manipulate human memory -- erase bad memories, relive good memories, etc. Overuse of this technology leads to memoriel (pronounce mem real) illnesses, which are expensive to treat. The poor often become a sort of memory zombie outcast called a leaper (pun on the fact that they jump and on the fact that they're lepers). The corporation seems to control the government, which is never really mentioned. A group of rebels called the Errorists fight against the state / corporation. There are also a group of people called Memory Hunters, who seem to be able to steal other peoples memories or remix them. You play as a woman who wakes up with no memory inside La Bastille (rebuilt as a prison)--the Errorist leader, Edge, contacts you to break you out. You set off to recover your memories and take vengeance.
Game mechanics include a sort of climbing/traversal system which is quite fluid, light, and basically autoplatforming; brawler sequences where you have a set three or four pre-defined combo sequences and you define which type of attacks each button maps to + use special abilities; and finally a gameplay system where you "remix" the memories of others.
Combat... so, uh, I don't like brawlers. Don't like God of War, don't like Ninja Gaiden, don't like Bayonetta, etc. This is where you yell at me because my taste is shit or something, rather than understanding that different people have different tastes. The way it works in Remember Me is that X punches and Y kicks. You have the following combos: XXX, YXYXY, XYYXYY, YYYXXXXXY. You can go into a screen and set each button in a given combo to have one of the following effects: heal me; cause bonus damage; speed up the cooldown of my special abilities; amplify the effect of the previous button. Typically I'd set up one combo to heal me, and another longer combo to do damage and run the cooldown. Overall the combat felt fairly fluid... I'd compare it to sort of high-level play of the Batman games. I think people who like brawlers would probably find it shallow because the execution is so easy and varies so little throughout the game, but that's fine by me.
What doesn't work is the late-game combat. The back 25% of the game, you pretty much entirely fight electrified super-buff enemies. Any method of attacking them hurts you. As a result, you either need to attack them with an endless number of heal-me combo attacks (because the healing cancels out the hurting) or power up your special moves and use those to take them out. This wouldn't be so bad, but at the end of the game when you clear out a combat arena, they send a second wave after you, and so you've depleted your special moves from the first wave. It gets pretty frustrating. The early game bosses are really cool, the late game bosses boil down to defeating tons of trash mobs and then periodically being able to injure the main bosses. The boss of Chapter 7 (two invisible enemies that you can't hit without using a special move to stun and reveal them, 8+ trash mobs that regenerate as you defeat them and aren't impacted by the stun move; beat up trash, power up stun, use stun, attack boss, hope the trash doesn't come and interrupt your combo as you're attacking the boss because even though every normal enemy lets you dodge in the middle of a combo this boss doesn't) was a genuinely miserable experience, I died about 10 times or so.
Remixing is really cool. Basically, you hack into someone's memory. You watch the memory play out. At the end of the memory, you use the analogue stick to rewind (by circling the analogue stick, so it feels like you're editing video on tape, very cool control choice). At key points in the memory there are objects you can interact with. By altering the objects, you change the way the memory plays out. It's possible the result will be a memory bug--for example, changing someone's memory so that they die is not possible because how can you remember your own death?--or it's possible you'll lead to a desired alternate outcome. Then when you pop out of their memory, they might have a moment of clarity or conscience as their updated memory makes them reconsider their beliefs. Unfortunately you only get 3.5 of these sequences in the game and the plot never deals with how deeply disgusting it is to alter a character's memory to trick them into helping you; like, to give you an example, the first remix involves changing a woman's memory of accompanying her sick husband to hospital to a memory of the hospital killing her husband in front of her, this to get her to take your side in a civil war. And the character you do it to continues to pop up later. So is this woman not going to visit her husband anymore, because she thinks he's dead? What the hell?
The game has a really distinct visual style and some amazing views. Neo-Paris combines the messy dirt of Blade Runner with the bright sterile colours of Fifth Element. So expect to be overwhelmed by colours and distracted by grafitti and trash everywhere. The character designs are basically leather and latex future badasses. The main character wears thigh-high black leather boots over jeans, a cotton shirt with a black leather collar, a white leather half-jacket, one white normal sized glove, and one black elbow-length glove. She has red hair with multiple shocks of blonde-grey. It's one of those overkill, non-functional, style-over-substance visions of the future. Most other characters are similarly overdesigned. The weirdest thing I found was that large quantities of food is left on the ground, and at one point I found an entire lasagna just sitting on the ground, untouched. Who the hell cooks a lasagna and then says "ah fuck it" and throws it out the window? But some of the views are really really inspired. I wish the game gave you more of the outsides of Neo-Paris and fewer levels inside sewers or prisons.
The score is basically a big soaring orchestral score combined with some 70s sci-fi synth--I don't know how to describe this really, but not the kind of dark synth you think of from 80s sci-fi, a more optimistic synth--and then randomly injected with really digital, glitchy kind of techno. The combat music is really cool. If you get hit or flub a combo, the music stops. The better you're doing, the more glitched out the music gets. I felt some level of comparison to Parasite Eve in that at its best the combat music had a kind of acid lounge jazz feel, but more techno. Really cool, original score, and I'd listen to it outside the game.
Having said all this, I do have some problems with the game. The story is absolutely nonsense and the levels don't really fit together well, as if they made the levels separately and then had to thread them into a story. The dialogue is really really poetic but sometimes unclear, which makes me think that the game received fewer editing passes than most or maybe it's just the ESL coming through a little bit. The jargon-heavy nature of the script subtracts from the world rather than enhancing it--really, I need to follow the Remembrane to find the entrance to Memorize to save the Errorists. I unlocked a new S-Pressen ("Expression") or an upgrade for my SenSen and just found a Mnesist. Groan. The conclusion to the story is incredibly, incredibly stupid... I can't stress how dumb it ends up being. I won't spoil it here, but if you sit down and think about the motivations that went into starting Memorize corporation, as well as how those motivations translated into the way Memorize is ran and what it is shown doing in the game, it makes no sense. In addition, the motivation of the Errorist leader is equally stupid. The final boss literally begs you to kill him and then tries to kill you... err...
All the characters are psychopathic on both sides of the story which they do to try to make you question your loyalties or something but it doesn't work and mostly I just felt "holy moly, what a pile of jerks". Finally, there's somewhat significant environment reuse. You visit some version of the prison 3 times, and another level is mostly a sewer--the game only has 8 real levels. I am sure this reflects budget limitations.
Game took me maybe 9:30 or so (I lost maybe an hour to the boss I mentioned above, so maybe 8-9 hours) on medium. Performance was fine with some frame drops on normal settings on my 2008 machine.
On the whole, I'd recommend the game because of the interesting things that it does, including a biracial female protagonist and some really beautiful views. The platforming is so effortless that it feels pretty good and liberating to go through it. I'd probably recommend you play on easy to minimize frustration since I don't think you'd get a whole lot of satisfaction off of "mastering" the combat system by playing on hard. The game will never get a sequel and the developer will probably make another game, to say nothing of the way game budgets basically render stuff like this unlikely to exist more generally, so it sort of stands on its own as an interesting and unique artifact.