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They're even working on a new game

Coinciding with Remember Me's recent addition to the PlayStation Plus program, there have been reports of "Remember" developer Dontnod's b??ankruptcy. But company CEO Oskar Guilbert has since de??nied those claims, noting that that report is false, and they are simply reorganizing their company.

He says that the reassessment was simply because they need to "re-size," and that they're even in negotiations with a "big partner" for another game. This is all fairly interesting, as I want to see what the developer can do with their second game -- I wasn't very impressed with Remember Me outside of the Bladerunner-esque atmosphere.

Dontnod CEO: "There is no bankruptcy" [Games Industry International via Game Informer]

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Also, contest results announced

Earlier this summer, Capcom asked fans to remix Olivier Deriviere’s “Fragments” from the official soundtrack for the Remember Me. Mo??re than 100 entries were submitted, but two came out on top. 

The winner from total Soundcloud community votes was Connor Mills' chill version. The Capcom jury picked Nick Gonzalez's rock remix. Both are really good!

Both winners will recieve a gaming console of their choice, a copy of Remember Me, and other assorted swag. The best prize for each is a vinyl LP with their remix pressed onto it, in a custom sleeve created by Remember Me's Art Director. 

Capcom has created a fully free best-of remix download album, available here (www.remembermeremix.com).

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Insane in Remembrane

Nilin is an Errorist, and she's going to hijack your Sensen to extract your Remembranes, with th??e help of her Pressens.

No, you didn't enter a room full of disused perfume bottle labels, this is the world of Remember Me, a world? where people can destroy any memory they wish, yet everybody chose to preserve the ability to talk total ??and utter guff. 

Remember Me is a game that is, to be quite fair, thoroughly up its own arse, a game where simplicity is dressed in shallow complexity, and meaning is an illusion created by carefully constructed gibberish.&??nbsp;

Strangely, though, it's not bad. It's infuriatingly full of itself, but? there's fun to be had through the density of the smugness.

Remember Me (PC, PlayStation 3, Xbox 360 [reviewed])
Developer: Dontnod Entertainment
Publisher: Capcom
Released: June 4, 2013 (NA) / June 7, 2013 (EU)
MSRP: $59.99

It's the near future of 2084, and as per usual, an evil corporation has the world in its dominating grip. The culprit this time is MEMORIZE, a company that can implant, transfer, and extract memories, allowing people to live through others, and eliminate things that upset them. The whole world is addicted to it, but MEMORIZE is evil because of reasons and so terrorists -- sorry, Errorists -- are working to bring it down. 

Nilin is one such Errorist, a "Memory Hunter" with the power to "Remix" peoples' me??mories and alter their experiences. Her own memory stolen by MEMORIZE, she works with a mysterious benefactor named Edge to take the fight to the company, get her past back, and free the world from a soulless surveillance state. 

Remember Me's story is nonsense, a drawback hindered by the fact it throws armfuls of concepts at the audience at once without taking the time to detail any of them. The game's entire universe is literally explained to the player in a single rushed sentence, while characters are introduced, deliver plot twists, and leave the story in mere minutes. Supporting cast members are treated as important, their histories presented as emotionally affecting, without any effort being expelled in making the player actually care about them. What could have been a taught thr??iller instead becomes?? a collection of thinly fleshed ideas and a story that manages to say absolutely nothing while trying to tell us everything. 

This is to say nothing of Nilin's entire modus operandi being disturbing at best, with the ethics?? of her molesting peoples' minds never adequately called into question. Within moments of the game properly starting, Nilin performs one of her Remixes and does something legitimately disgusting, to a character whose villainous qualities ??were actually presented sympathetically.

Her altering of somebody's memor??y in this first instance was appalling, and I spent the whole game waiting to see it come back and haunt her, yet it never did. One lame attempt to show the negative potential of Nilin's power occurs later in the story, but it's glossed over and does nothing to stop the Remixes continuing. The protagonist is as bad as, if not worse, than many of the villains, and while that could have had serious storytelling potential, it's simply not addressed, while Nilin's actions are shown to be almost universally heroic. I found them immensely troubling. 

It's all nonsense, but it's stylish nonsense, at least. The real frustration in Remember Me's silly narrative is that the world it takes place in is a beautifully designed one, while individual scenes and setpieces are awe inspiring. The game knows how beautiful its Bladerunner inspired world is, and it takes the time to show you with sweeping camera angles and beautiful orchestral refrains. The visually busy environments are rich with detail and the bleak society, with its stark difference between the wealthy and? the dejected areas, is evocative. 

This is one of those games where the surface-level presentation is so good it threatens to make you forget everything you've experienced up to that point as been total twaddle. It carries itself with such confidence you find yourself forgiving the made up words, the needling plot holes, and unchecked moral dubiousness of the protagonist. One may not like most of what Remember Me is saying (much of the dialog makes me actively cringe), but it's saying it so damn well one wants to like it??. In this manner, developer Dontnod Entertainment achieves some form of twisted success. 

Such perversion carries over perfectly into the gameplay. Like the story, nothing can be simple or direct. Nilin doesn't just fight with combo attacks, she uses Pressens. She doesn't have special abilities, she has S-Pressens. Never mind that they really are, when you boil them down, just regular attacks and special attacks. Remember Me's pomposity is such that even the simplest and most established videogame ideas are dressed in fine linens an?d sold to us ??as exotic mysteries from a New World. 

Combat invites players to "create" their own "combos" by entering the Combo Lab, a contrivance far more simplistic than first impressions indicate. Nilin fights using simple kicks and punches, each bound to a single button. In the Combo Lab, you get to chain these attacks -- sorry, Pressens -- together by unlocking them and adding them to an attack chain. While you may think this gives you absolute freedom in what you chain together, it's worth nothing there are only four real combo strings in the game, and you don't get to choose what goes where. You can only select the type of punch or kick you deliver, not what you d?eliver or when. 

To keep it simple, let's look at the first attack chain Nilin acquires -- a standard three-punch combo, which on the Xbox 360 controller would be three taps of the X button. You never get to alter the fundamentals of this combo. It will always be three punches. One's choice comes in the three types of Pressens available -- ones that deal extra damage, ones that regain health, and ones that reduce the cooldown time on S-Pressen abilities. You can unlock these attacks through the course of the game, and mix and match ?their placement, but it's a very carefully controlled system, with linear unlocks and very little player agency. Your freedom comes in whether you want a certain punch to regain health or deal extra damage, but it will always be a punch. You can't alter the button presses or create any of your own attacks. 

The Combo Lab's sole purpose appears to be to make Remember Me simply look more engaging, rather than be more. At l??east it'?s thematically consistent. 

What this all amounts to is a combat system that takes several cues from the Batman: Arkham series, attempting to create free-flowing fights based on anticipating and avoiding enemy attack??s before hitting back. Unfortunately, controls are a lot stiffer here, and the emphasis on chaining together long combos is frustrating thanks to the crowds of enemies, Nilin's perpetually confuse?d auto-targeting, and combos breaking whenever she attacks the wrong opponent or dodges (the game preserves short combos when dodging, but not longer ones, I've found). 

What pr?omises to be an engrossing and fluid system becomes a confusing one, full of an overabundance of visual information, ponderous combo chains that require too much concentration while trying to avoid opponents, and enemies that love to swarm around Nilin and t??ake cheap pot shots. This is before she unlocks a ranged attack and starts fighting enemies that can only be hit with projectiles, who pile in among the melee-based fighters that keep getting in the way.

This all sounds like a real downer, but sometimes, the convoluted mess of a scheme actually works. If you can nail the timing of a combo, and keep it timed amongst all the other crap the game's flinging at you, Remember Me achieves the sense of elegance it's desperate for, and the balancing of one's damaging and regenerative attacks is quite satisfying. Switching to a combo geared more toward health recuperation after taki??ng a shot, before going back to the lethal moves is? great when it all comes together.

Getting the most out of the system requires one to accept that long combos will be rare treats, and that if Nilin decides to punch the wrong enemy, you're going to have to work with that rather than fight it. It requires an understanding that most of the visual information on the screen is bluster, and all that matters are red exclamation marks telling you to dodge. It requires knowing Nilin is not going to be the most responsive of characters, and compensating for that. Once one gets used to the unwieldiness, there's a lot of enjoyment to be had. It just takes a lot of gett??ing used to, and over half the game could be over before it finally clicks for a player. 

The S-Pressens certainly help ke??ep things amusing. Unlocked once Nilin delivers or receives enough damage, these visually impressive attacks have a range of effects, such as dealing lightning fast combos or stunning all enemies in an area. Later S-Pressens allow her to plant bombs on opponents or turn attack robots against their masters before self-destructing. A big part of combat is in utilizing cooldown Pressens to keep the S-Pressens flowing, which can be very rewarding. 

When she's not pummeling mutated Leapers or corporate enforcers, Nilin is climbing walls, shimmying along ledges, and generally clambering about to g??et from combat area to combat area. Her path is conveniently signposted so one can never really get lost, and the biggest threat players face during these sections is from twitchy controls that are often thrown into disarray by the camera, and see Nilin walk in fits and starts rather than take natural steps. She's not uncontrollable, and one eventually gets used to her jolting movements, but for at least the first few hours, I found her uncomfortable to utili??ze. 

Remember Me isn't a very challenging game, and it compensates in non-combat segments by trying to ambush the player with deathtraps. You may turn a corner and walk right into the path of a one-hit kill sentry dro??ne, or suddenly leap onto an electrified walkway without warning. These moments aren't terribly frequent, but th??ey do show up now and then just to introduce a little trial-and-error -- a problem made more aggravating by the lengthy checkpoint reload times. 

Nilin's skills as a Memory Hunter are put to use in a handful of ways, most notably the memory Remixing. At various predetermined points in the game, players are invited to invade a character's head and twist the way they remember certain events. The plan is to change defining moments in a? person's life to alter their disposition, a tactic not treated with the horror it deserves.

In terms of play, remixing involves watching a cutscene, then rewinding back through it to find exploitable glitches. For instance, one glitch may allow you to loosen the straps on a mental patient's gurney, or remove somebody's seatbelt in a car. Some of the glitches are red herrings, others lead to the wrong result. Finding the right environmental changes to obtain the desired outcome (for instance, making someone think a loved one was killed by a certain person) will change the way a person behaves. It's a clever idea that, like so much in this game, is more style than substance, given its linear nature and dull practicality. Way more could have been done with this idea, but like with the moral implications, Remember Me glosses over the concept.

Elsewhere, our "hero" can steal memories and activate "Remembranes" to see a ghostly past version of a character and learn their secrets. Again, it's an interesting premise that, when put into practice, amounts to very little. In this case, you simply follow ghosts around several corridors while they mutter puzzle clues or lead you? through dangerous territory. These sequences, like Remixing, are rather sluggish and tiresome. 

It's already been said in previews that Remember Me is more fun to watch than play, and that may be quite true. With its smooth animations, engaging art style, and delightful visual effects, not to mention the terrific soundtrack, this is a stunning thing to see in motion. Combat in particular looks fluent and engaging, but it only looks that way. The hands dictating th?e action will receive a clunky and sloppy experience disconnected from the onscreen action. Likewise, memory remixes may appear fascinating at first? glance, but to the player, it's a weary process of rewinding the same old cutscene to select predetermined objects. 

Remember Me is not a bad game, I must reinforce. It can be gratifying when it works, and overall it's worth giving a try for action fans or those looking for something that at least seems different from the usual glut of console titles. It is, however, a shallow game, one that masks its vapidity with fake words and new ways of delivering old concepts. It's one of those games possessed of a belief that simply having an idea is enough, without expending the effort required to do great things with the ideas in question. As a story, it's afraid to address the implications of its ?protagonist's deeds. As a game, it refuses to make its controls as elegant as its visuals. 

One has to applaud Remember Me's desire to be something more than the average videogame, but desire is worthle?ss on its own. If it had spent more time actually being unique and interesting, rather than working so hard merely to look ?it, and if it had genuinely created a deep and compelling combat system as opposed to taking an old one and dressing it up as something different, we could indeed have had a brilliant game on our hands.

As it stands, Remember Me is a game that offers about six to eight hours of disposable entertainment that?? defines pretentiousness and will be forgotten in an inconsequential passage of ti?me. 

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You can kinda sorta see them in this video!

I'm just going to cut to the curious chase here: if you decide to pre-order the upcoming memory-punching, lady-starring, Capcom-published game Remember Me from either Best Buy, Amazon, or Steam, you'll be granted the use of three iconic Street Fighter moves to hurt people with?. The three moves are Guile's Flash Kick, Chun-Li's Spinning Bird Kick, and the Dragon Punch (which transcends any one character). 

If you watch the embedded video you can almost see them in action, behind the jarring transitions and text all over the every?where. Seriously, what the hell is going on in this video? Each move is obfuscated and shown for maybe one second. You had one job, video. One flippin' job.

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We've played half the game

We've covered Dontnod's upcoming Xbox 360 and PlayStation 3 game, Remember Me, a fair bit before, with a meaty first look, a shorter preview and even an interview with the game's creative director, Jean-Max Moris. But? I'm coming at you with a preview from a build that Capcom says is from about half of the full game. So I've had a good taste, running through a few chapters to e?xplore all the features, from memory remixing to boss battles. 

I'd point you to our earlier previews for the basics. My job here is to let you know how Remember Me holds up after a few hours of gameplay. I have a lot to say. I hope I remember it all.

Remember Me (Xbox 360, PlayStation 3, PC) 
Developer: Dontnod Entertainment
Publisher: Capcom
Release Date: June 4, 2013 

For those that have had their memories wiped, here's a quick rundown of Remember Me's story and setting: 

Paris in 2084 looks nothing like it does today. The ??City of Lights turns into a total dump. Most of the city is in ruins, overrun by memory addicts and mutated outcasts. In this future, memories can be digitized and stored, or us??ed and abused, the latter seemingly being the cause of the city's downturn. Memory is a product now, handled and controlled by an evil (of course) corporation called Memorize. 

You play as Nilin,? a memory hunter with no memory of her own. She fights in the slums of Neo-Paris to regain memories of her past as a memory hunter, but along the way she latches onto a new mission that promises to uncover an even nastier underside of this already filthy city.

Boiled down, Remember Me is a third-person adventure that's heavy on exploration and combo-based combat. Think Batman: Arkham City, but with a main character that wears jean??s that are far tighter than any Batsuit ever created. Seriously: this game is crazy with tight clothing.

Like the Dark Knight, Nilin has tons of neat tricks and skills up her sleeves, though they're quite a bit more futuristic, and have much more to do with the mind than the body. Best of all her tricks, she has a unique power that lets her ?remix the memories of others. Through getting into one's head and altering their memories, she can totally change tha?t person, giving her the powers of God, in a sense.

And while Nilin may not have much of a memory, she still remembers how to kick some ass from her memory hunter days. The combo system is at the core of Remember Me's combat, and it allows you to freely customi??ze strings of kicks and punches t??o beat down the creepy creeps that run along the trash of Paris' underside. 

While all of the kicks and punches do damage to enemies, as you'd expect, you'll eventually unlock moves with side benefits that allow you to do things like regenerate health for successful hits, or shorten cool down timers for special moves. One even increases Nilin's ability to chain combos into others. You're free to mix and match earned moves i??n combo strings, placing whichever you'd like into active combo move slots. Smart players will work strategy into combos, and then learn how to string them together to make varied situations a bit easier. For example, when the going gets tough and I'm down on health, I have a go-to combo that will help me get a few health bars back as well as warm up the meter for special moves. It's more defensive than offensive, but if done right, it puts me in a place to do some bigger damage later.

The freedom of this combat system is one of the niftiest aspects of Remember Me. It's too ba??d? that the actual fighting needs more polish, the lack of which has you feeling a bit disconnected to the combos you've created. There's something about the way hits connect that seems a bit loose and sloppy, making it feel like you're not fully connected to the action.

The fighting isn't so much bad as it is limp and impr?ecise feeling. There are times when the action is a bit heavy, and when you're going nuts on the attack buttons and dodges you feel good about it, but there are just as many that have you feeling a bit let down. Despite a constantly running on-screen combo status indicator, most of the time I was unsure of which combo I started, or which hit cor??responded with the displayed markers.

For the most part, outside the Uncharted-like hanging and platforming, my time with Remember Me involved frantic mashing of the X and Y attack buttons. Only the one-button dodge felt reliably useful. At least they nailed that one, as surviving key battles would have been terribly difficult wit?hout a reliable way of dodging to catch a breath.

I will say that the more I played Remember Me, the more I connected with the combat system. It's just that the learning curve was quite a climb. On the upside, the fighting action is fast and has real weight, again, reminding me of the Batman: Arkham series -- definitely a plus. I j??ust wish it felt more precise.

But don't write off Remember Me for its loose combat. It's not dealbreaker bad. And the game's setting and atmosphere&??nbsp;were more than enough to keep me hooked. O??n top of this, the gameplay outside of combat, like the memory remixing mechanic, brings even more to the table.

Remember Me is really weird, and I mean that in the best way. From the top down -- setting, characters, and even music -- this is a unique experience. It's futuris?tic, but it rides on the very edge of believable, with a few s??tick-out elements that make for a distant future that's pretty interesting. If you're looking for something new and different to jump into, you'll definitely appreciate how much imagination went into this game.

Anyone that has visited Paris will enjoy seeing Dontnod's messed up future version. It's fascinating to explore this future where humanoids, mutants, and humans co-exist amongst the ruins of a once great city. They all live together in a time where the business of memories seems ju?st a prevalent as the business of food in America is today. Everything from advertisements, to NPC chatter somehow relate to Memorize and what they do. 

You can't help but want to peek around the corners and expl??ore in this world that seems both familiar and foreign at the same time. Current day objects have holographic overlays ?or futuristic upgrades that practically beg to be interacted with. But, seeing as how Nilin is a wanted individual, this future of automated surveillance keeps you on your toes, keeping things interesting. So look around, but be careful.  

And in playing into the game's memory manipulation theme, audio and visual glitches are part of the style. Constant intentional graphical flubs and twitches, like stuttering and blocking, make it feel like you're seeing a corrupted version of the story. There were several times that I felt like my experience was being tapped into, like someone was watching what was happening through Nilin's eyes. Even the audio cuts out and stutters, tying this theme together. Remember Me's ??composer did a fantastic job of tying the theme into the game's pieces. Overall, the a?udio and visual glitches are very effective, and bring even more depth to the game's world. Very cool stuff.

At certain points in the game, Nilin will use her powers to dig into the mem?ories of key characters and change them to work i??n her favor. These puzzle-like instances are called Memory Remixes, and outside of some questionable control choices, they're a nice change a pace from battle and exploration. 

After hacking into her victim's head, Nil??in will witness an original memory, and then will be able to freely control the memory's playback, looking for glitches that can be altered and change the original outcome. Nilin can rewind and fast-forward time as well as slow it down to scour the situation for openings, represented by graphical glitches. Watching for these glitches and using them to change the situation works a bit like a puzzle game. Only by picking the right glitches will you be able to change the situation, and in turn change the victim's mind to work in your favor. 

Whil??e not as involved as it sounds on paper, the memory remixing mechanic is pretty neat. I just wish that the rewinding and fast-forwarding of time didn't require you to spin the left analog stick constantly. There are shortcut controls to shuttle time a bit faster, but it really starts to wear on you regardless, and especially when you're moving the stick back and forth for slow motion control.

Again, I'd ask that you don't get hung up on my gripes. Despite the clunky combo system and some camera problems, Remember Me has a lot offer. My creative/artistic side loves all of the work that went into the story, characters,  and world. It all makes for a very, well, memorable experience. But the well-versed gamer in me wishes that more time was spent on pol??ish.

The lack of polish is not a dealbreaker, though. From what I've seen so far I'd say that Remember Me is a worthwhile romp.

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Memory

Remember Me cr?eative director Jean-Max Morris gets into the ?role that memory plays in new trailer.

Think about this: If memories make up who you are, and those mem?ories a??re taken away, then who are you?

Also, think about this: If you think the current front runner for Big Brother??, Google, is dangerous for being able to access all of you?r personal data, how much worse would it be if they had access to your every memory?

Watch the trailer and let it screw with your head. Or, see how use of memory access ties into Remember Me's gameplay.

Dontnod?'s game is a bit of a mindf*ck, and I mean that in the best way. I'm currently playing through preview code, so look for my thoughts on it early next week.

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You'll need one of those computer thingamajigs

With Remember Me launching June 4, Capcom has seen fit to put out the list of requirements for&nb?sp;Dontnod Entertainment's upcoming memory-manipula??ting action-adventure game.

I remember being excited for Remember Me when I first saw some footage of the game in action, but its existence must have slipped my mind because I ?had almost completely forgotten that this game is still a thing -- oh well, at least it's back on my radar now.

As? for the specifications, is ev?eryone okay with them?

Minimum

  • OS: Windows Vista®/XP, Windows 7, Windows 8
  • Processor: Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
  • Memory: 2 GB RAM
  • Hard Disk Space: 9 GB free hard drive space
  • Video Card: NVIDIA® GeForce® 8800GTS or better, ATI RadeonTM HD 3850 or better
  • DirectX®: 9.0c or greater
  • Sound: Standard audio device

Recommended

  • OS: Windows Vista®, Windows 7, Windows 8
  • Processor: Intel® CoreTM 2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
  • Memory: 4 GB RAM
  • Hard Disk Space: 9 GB free hard drive space
  • Video Card: NVIDIA® GeForce® GTX 560 or better

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So why am I not more excited?

Capcom has a new trailer for Remember Me, which features a few enemy types, outcast mutants of some sort, robo?ts, etc. There's also a perfectly fine amount of the main character, Nilin, engaging with these antagonists. It also has a reasonably inoffensive backing tune which resembles the kind of music uninformed people like myself refer to as "dubstep," but not quite so loud. 

In case it wasn't painfully obvious from the preceding paragraph, Remember Me hasn't clicked for me yet. There is no justification I can offer for this, because it seems to be composed almost entirely of things that I like. It's daring to offer me an alternative to playing the white male with dashing good looks (I have a mirror already, thanks). The setting is a science-fiction dystopia where the thoughts of all humanity are the property of a corporate master (20 Minutes into the Future, check your watches). And it's an 3rd-person action game with combo and u??pgrade systems that appear as though they'??ll offer a pretty flexible range of options.

Like, it all sounds good. Maybe too good. Perhaps that's really my issue. I'm sorry, Remember Me, but I've ha?d my heart broken before and it's made me hard. Please don't stop trying to make me love you.

The post The enemies in Remember Me sure look freaky appeared first on Destructoid.

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And June 7 in Europe

Remember Me will be out on the ?PC, PlayStation 3, and Xbox 360 on June 4 in North America, and June 7 in Europ?e. The third-person cyberpunk-ish action game where you hunt down memories also got this new trailer that gives a basic outline of the main character's plot.

Really curious as to what you all think of Capcom's next title. I like the concept and overall unique setting here, but it's not really on my must own list for this year. Check out our last preview of Remember Me for a bette?r sense of what the game is all about.&n?bsp;

The post Remember Me coming out on June 4 in North America appeared first on Destructoid.

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"Big Brother is watching you."

Originally a PlayStation 3 exclusive known as Adrift, Paris based developer Dontnod Entertainment suddenly found itself without a publisher for their game. With countless hours and manpower already poured into it, they continued working on it in hopes of finding a new publisher. After further development and making some waves at a few gaming conventions, Adrift caught the eye of Capcom, and subsequently, became their n??ew publisher.

Now titled, Remember Me, Dontnod’s d?ebut title attempts to make a name for itself with a uniquely? familiar take on the future, and what technology’s advancement can leave behind.

Remember Me (Xbox 360, PlayStation 3, PC)
Developer: Dontnod Entertainment
Publisher: Capcom
Release Date: May 2013 

Set in Neo-Paris in the year 2084, the world is in the aftermath of a technological renaissance following innovations in digitizing memory and human augmentation. Because of this, the cities are under constant watch ??through surveillance cameras and police, and in the process a greater social divide is created from the rich and poor.

In 2084 (a slight nod to Orwell’s 1984), memories are digitized and are considered a valuable commodity among the population, and it‘s up to Memory Hunters to meet the growing demand. Remember Me’s story follows Nilin, a Memory Hunter who suffers from amnesia (clever, right?), who seeks to regain her memories while u??ncovering a greater conspiracy threatening the population of Neo-Paris.

While the premise may not be totally original, the developers took a very unique approach to with its setting. The world is set in a post-cyberpunk world where technology is in a constant state of advancement. Visually, Remember Me’s a?rtistic style and themes were very evocative and quite stunning to look at. On a technical and performance level, the game features some very sharp visuals and makes some good use of the color palette that helps to illustrate the weathered and grim look of the graffiti laden under city, and the brightly lit and ad cluttered streets of Neo-Paris. The cut scenes also feature full mo-cap performances and offer some very convincing and nuanced performances.

The preview I saw started at the beginning of the game, where Nilin is left stranded in the under city of Neo-Paris. After getting her bearings, she encounters some under city mutants, former humans who have become horrifically addicted to digital memories. From here, we enter the tutorial for Remember Me’s Pressen combat system.

While on the surface it may look like it shares the flow and pacing of games like Batman: Arkham City, this the combat system takes a much more methodical approach with a stronger emphasis on maintaining rhythm. Using Pressens, customized combo utilizing fas??t and strong attacks, Nilin is able to freely move between crowds of enemies and take them down with efficiency.

The main twist that the combat offers is allowing players to add certain status boosting elements to your combos. For instance, you can add a damage boosting Pressen to your basic weak attack combo to increase power, or even a health regeneration Pressen to your strong attack combo. This helps to create flexibility to your combos, and also allows you to get in a quick boost when pushed ? into a corner.

Defeating enemies gains you PMP (Procedural Modification Points)?, which essentially acts as experience points. When you collect enough PMP, Nilin will level up can unlock keys used to expand your combo trees. Eventually, Nilin will be able to unlock Special Pressen attacks that can be used with the shoulder buttons that range from Fury attack boosts to finisher attacks called Memory Overload that yield bonus PMP.

Initially, combat?? felt a bit difficult too get into. As mentioned before, the flow is very rhythm based and hitting combos that aren’t a part of your existing trees or not adhering to the timing will get you nowhere for the most part. It felt a tad bit jarring and restrictive at first, but after getting a few rounds in with the basic enemies in the starting areas, it felt surprisingly flexible and satisfying.

Dodging is a ke?y part of combat, and mixing in your combos with evasive move is satisfying, thanks in part to the dynamic combat music that ramps up each time you engage a Pressen. Though getting hit will scale the music back to its basic theme. It’s a surprising neat aspect, that creates an e?xtra level of satisfaction. With that said, I still have some lingering worries about the combat. Hopefully it’ll work better once the combat system opens up more.

After clearing out the mutants, Nilin is able to traverse the under city and interact with the environment and friendly NPC characters. While it’s still a linear progression, the game allows some freedom to branch out and explore to find Sensens, bonus collectables scattered around the levels. Platforming also plays a key part of the Remember Me. Whether they are set piece moments or basic traversal, Nili?n will always be on the move. As mentioned before, the information overlays will keep players on track, but wil??l also let players know of any secrets nearby.

There’s great detail within the environment, and Dontnod have done?? an admirable job of giving context to the world. While in the under city, you see bits of old technology scattered and abandoned along with the class of people that modern technology left behind, but while on the surface you encounter a much cleaner and very advanced section of society.

The state of technology is also present within the design of core gameplay. The HUD is fairly minimal, and instead focuses showing digital overlays throughout the environment, as opposed to placing them as standard on screen promp??ts. Not only does this illustrate the technical advancements of the world, it also serves to show the state of information overload that is present within 2084. This also ties into the gameplay with its traversal, combat, and puzzle gameplay by showing prompts and indicators for Nilin.

After spending my time with the demo, I came away pleasantly surprised by what Dontnod’s brief sample had to offer. From a title that seemingly came out of nowhere, and is already nearing its release, Remember Me left quite an impression on me. Here I was thinking it would be a typical post-Uncharted jaunt, but I was left with?? a lot of pleasant mem?ories.

The post Hunting down memories in Remember Me appeared first on Destructoid.

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Check out the soundtrack for Capcom's latest

Here's a new trailer for Remember Me, delving into the making of the game's soundtrack. Seems a bit unusual they're going the developer diary route with this when they haven't really shown off enough of the game to get people salivation. In fact, gamers remain quite cynical about this one. 

Nevertheless, here's ??a video all about that music. Why no??t watch it with your face?

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Something about it being memorable or not

Remember Remember Me? It's that game from Capcom everybody decided was crap already. Well, here's some new gamep?lay footage in a "late Christma??s present" of a trailer. 

Looks pretty promising, in my humblest of opinions. Certainly has shades of Deus Ex in terms of style, and the combat/environmental traversal looks? like nothing we haven't seen before, but that doesn't mean it can't be a quality title. 

What do you reckon? You keen on remembering this, or have you fo?rgotten it already?&?nbsp;

The post Capcom’s Remember Me gets new gameplay trailer appeared first on Destructoid.

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Dontnod Entertainment is trying out some new ideas with Remember Me, and while that's admirable, I'm worried about how the concepts will pan out in the full game. This new footage delves into the combat, starting right off the bat with intentional visual glitches that indicate the ??player's low health.

In theory, that seems potentially neat and fits in with the game's themes, but I can't be the only one who finds it distracting and visually unappealing. I suppose that's the point, though. We're also shown Remember Me's Combo Lab, which is wher?e you create your own combos that offer different benefits, be it health regeneration or sheer power.

While this is another novel idea, I could similarly see it getting old before long. When you're in the middle of a fight, pausing the acti??on to change your tactics seems like it co??uld potentially kill the pacing. There's promise to be found here, for sure -- I'm just skeptical right now.

The post TGS: A better look at combat in Remember Me appeared first on Destructoid.

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Sexism, racism, and fanboyism are GO!

Capcom released a new gameplay demo video of Remember Me yesterday, and the res??ponse ?from gamers was ... rather cynical. Whether it's due to residual resentment of Capcom or the actual quality of the game is for you to decide, but folks are fixed on hating this one already. 

Naturally, Youtube provided the richest source of well-meaning, uniquely critical, thought-provoking commentary on the status of this all-new action game. From criticisms that the female protagonist doesn't look enough like a woman, to the emphatic declaration that Remember Me has killed videog??ames, you can be sure that some deep discussion was had. 

As always, Destructoid was on hand to JOURNALISM this discussion, and provide the best comments for you t??o read and ??ponder while stroking your chin and drinking some fine supermarket wine.

"everyone is copying Sony uncharted what a shocker. ill still be getting this game. so 2012/13 is looking good for Sony console. WATCH DOGS MGS GZ REMEMBER ME GOW A AND LOTS OF EXCLUSIVE YEAH. GO SONY." - jojo ash

"The game literally guides your hand the whole fucking time. The combat looks dull as fuck the enemies don't even try to hit her. The dialogue is shit, and the plot is garbage and so obviously predictable and cliche'd as well as it being completely linear. Sure the environment is nice, but its not much when they don't even do anything with it. Reminds me A LOT like Dead Space so I wouldn't even call it that unique." - HolyPwngeSucker

"Uncharted meets Dragon Dogma... This is so wrong... its like cancer filled with aids" - CabooseAzul

"Cutscene>10 seconds of gameplay>Cutscene>10 seconds of gameplay>Cutscene>10 seconds of gameplay>Cutscene>10 seconds of gameplay>" - TonyKnockOff

"GAMING IS DEAD" - TriforcePlayer2

"shit, absolute shit" - kurono1999

"I want her to NOT look like a man, and to look like a beautiful woman. In the world there are millions of beautiful women, and just because they are all beautiful, it does mean that they all look the same, you know. If their intention is to make her look ugly with manly characteristics, then they are on the right track." - HeavenlyShogun

"atleast this one doesnt have some ugly ass chinky eyed girl like that other parkour game." - WhiteGravey

"Eww i hate british accent." - jibjr88

"the girl is fuckin ugly and manly wtf" - ricefarmer

"Capcom just made another Jill Sandwich." - darkof

"Let me summarize the comment section for you so you don't have to scroll through. People thinking naughty-dog invented action-adventure with uncharted." - CupCakeAndMe

"capcom should hired David cage for story line and there tech for this game and made it exclusive for ps3 instead. aka heavy rain director from QD." - jojo ash (again)

And finally, dragontamer1127 gives us a cathartic dose of sarcasm:

"i'm glad that they made her wiggle her hips when she moves, i was afraid i was going to have to take her seriously as a character."

The post What gamers say about Capcom’s Remember Me appeared first on Destructoid.

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[Update: Remember Me has a release date and platform informatio??n now!]

French studio Dontnod Studio revealed a new IP Remember Me at Capcom's gamescom press conference this afternoon in Cologne, Germany. This third-person action/adventure is being worked on by former Splinter Cell, Rinbow Six and Heavy Rain developers. Todd McFarlane is also involved. Yu??m.

It's set in Paris in the future in the year 2084, with hovering cars and fancy art. The lead charact??er is female, and has?? had her memory erased.

At the reveal the developer of the game asked the audience to imagine a word where your memories could be shared with anyone else in the world, or a world where you could? delet??e your unwanted memories. He recalled a favorite memory of his first date with his girlfriend in Paris. 

In this game all memories can be uploaded and traded on a network, run by a comp??any called Memoreyes. You play as a member of a group trying to fight against this company as a "memory hunter" that has lost her identity. 

Expect Uncharted-style climbing sequences, chase scenes and hand-to-h??and comat. In a fight, a moved that sprayed memories everywhere,&?nbsp;called Memory Overload, was used. Time manipulation was also shown.

Remember Me?? is coming May 2013 for Xbox 360, PS3 and PC.&n??bsp;

We'll have more information and assets on Remember Me soon. Stay tuned.

The post gamescom: Capcom announces new IP Remember Me appeared first on Destructoid.

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