

RM might have worked better as a stealth game: avoid some enemies alter others so they work for you or don’t see you or forget they have a gun and go back to the armory to get one get into the heads of receptionists or lab workers to find secrets and open doors.

Maybe combat wasn’t the right metaphor at all. The Remembranes are an attempt to use the idea, and they work to some extent, but they don’t touch the combat. Yahtzee suggested that we could remix enemies to make them think they hadn’t seen you that’s on the right track. So basically Remember Me should have found some way to make memory the theme of its gameplay, too. Singularity, whose theme was messing with time, thought of combat options that involve time, such as suddenly aging/renewing objects, and slowing things down. Or, a huge invasion force is threatening galactic civilization, and the only way to stop it is something involving three commandos. The pretext can wear thin at times, though… Joe NPC has this problem, and whaddya know, it involves delving down into one more Draugr-infested ruin. Open-world RPGs mostly work, since adventures conventionally have a lot of fighting, so we expect to solve most of our problems that way. Portal: story = exit from being trapped by an insane AI gameplay = play with exitsīeyond Good & Evil: story = nice place is tightly held by bad guys pretending to be saviors gameplay = (in part) exposing the oppressors through news photographyĭeus Ex: story = a debate on whether human augmentation is a good idea gameplay = (mostly) messing with augments Mirror’s Edge: story = fight oppressive regime gameplay = evade controls by taking disallowed pathways Or you have a mechanic that at least rhymes with the story: The pattern of hitting bad guys works perfectly well as a symbol of getting rid of Bad Guy Inc.– thus Arkham City, Half-Life 2, Borderland 2, Left 4 Dead, Dead Space. You may think this is inherent to the medium, but I don’t think so.
#Hell architect rmb plus#
But the story is about memories and big corporations and family ties, and the gameplay is about punching people, plus highly railroaded climbing and clambering. Not during the memory remixes, where they are perfectly matched.

I do think they have the usual game mismatch between gameplay and story. Neo-Paris looks pretty good since I saved it But that’s OK final boss fights are rarely satisfying. The Two Greenteeths fight turns out to be way harder than the final boss fight, where I didn”t even die. Finished Remember Me, this time by completing it.
