//You come across an obstacle you need to navigate to continue following the memory.\n\nDon't worry, I'll helpfully point out the optimal route through.//\n\n<<continue "Just go here">>\n\n\n <<continue "Now Here">> <<continue "Over to here">>\n\n\n\n\n\n\n\n\n\n\n\n\n <<continue "Now down here">>\n<<continue>>[[Keep going]]<<endcontinue>> \n\t \t\t\t\t\t\t\t\t
Oh, that was something interesting I noticed.\n\nThat Cracked After Hours episode I watched which commented on one of the skewed portrayals of violence for men/women: when women get shot in the head, you never really get a whole lot of brain splatter. \n\nLike, men get shot in the head and paint the walls, but women just end up with one elegant bullet hole.\n\nRemember Me has a very 12A version of brain splatter: when you finish off weakened enemies by <<insert "'overloading their memories'">> (I'll get to the combat terminology later)<<endinsert>> there's a bit of struggle and then a slo-mo burst of augmented reality particles burst from the front of the dude's face. \n\nThe dude part is intentional there, as when you overload the only lady boss's memories, there's no splatter. That isn't a boss/grunt thing - the other bosses get splatter in their cutscenes too.\n\nI wonder where I'm going with this? I'm no expert in calling these things out, or trying to make all that much of a point, just thought it was interesting.\n\n[[But I digress|Keep going]]
//Fragments of memories impede your progress.\nThey need to be defeated before you can continue.//\n\nSpecial moves:\n*<<mousereplace "Neural shock">>Stun enemies<<endmousereplace>>\n*<<mousereplace "Logical feedback loop">>Cause damage<<endmousereplace>>\n*<<mousereplace "Override enemy optical processing with adv...">>Stealth attack<<endmousereplace>>\n\nOr just hit them:\n<<continue "Punch">>Punch <<continue "Kick">>Kick <<continue "Punch">>Punch <<continue "Breach neural Sensen">> //*interface overrides mental bridge, releasing stored memories*//\n<<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Kick">>Kick <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Overload memories">> //*memories breached and erased*//\n<<continue "Kick">>Kick <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Kick">>Kick <<continue "Kick">> Kick <<continue "Press B">> //*facesplatter*//\n\n[[Move on]]<<endcontinue>>
//Beyond the hostiles, vast planes of memory stretch out before you.\nWhile trying to reconnect with the thread you were following, take your time to really //<<continue "explore the space.">>explore the space.\n\n<<continue "Go here">>Go here\n\n\n\n\n\n\n <<continue "Now go here">>Now go here\n\n\n\n\n\n <<continue "And finally here">>And finally here\n\n[[Back to the memory|Interim]]
<<if !$secret>>//Oh looks like you missed something back there. Was that not obvious?\nIt's ok, you can just start over to get it later on.//\n\n<<endif>>Actually, I suspect part of my frustration is the thematic disconnect between the sections. The memory remixing sections feel cyberpunk as hell and like I'm really abusing some crazy technology. The combat feels like the punching, special move using and <<insert "face-exploding finishers">> (seriously, it's a really weird aesthetic touch to me)<<endinsert>> in any game with a new skin.\n\nStill unsure on the feel of the memory stealing: on the one hand, it's just a press B to interact at required points but on the other, you get the memories you stole overlaid on yours to use someone else's knowledge to progress. I guess my issue is that it still doesn't feel like you have control over memories. It's just a pickpocket to get a door code or a map through a minefield.\n\nThe remixing is where it's at though. I still have some <<insert "criticisms">> (the presence of an objective which is the exact state the memory has to end in sort of takes away from it. I'd rather a vague objective and you had to work out what kind memory would lead to that state)<<endinsert>> but it was far too <<insert "underused">> (you could make a case for Nillin not wanting to abuse the power, but this isn't backed up by the narrative)<<endinsert>> for how well it achieved the feel of being a memory hunter.\n\nI really wish they'd made more of it...\n\n//Memory ends.//\n\n[[Begin memory remix]]
Well hey, if they want to go home, let's just move the time they remember up a bit...\n\nOops. While they may not be the sharpest sentries, changing a memory while they're actively thinking about it is a sure fire way to have them catch on to outside interference.\n\nLooks like this might be a little bit harder now.\n\n[[Maybe I'll come back to this one later...|Summary]]
And //that's// my problem. \n\nBut maybe my tastes are just changing; I've been getting that feeling a lot lately: Tomb Raider, <<insert "Last of Us">> (and I //love// stealth games. Still wanted those bits over with)<<endinsert>>, now this.\n\nI just wanted more time with Nillin's thoughts on the responsibility her power gives her, the morality of unethical acts to fix unethical acts, dealing with her own lack of identity.\n\nInstead, I'm jumping from point to point and [[punching]] dudes in the face.\n\nThe central concept of changing a person by changing their memories is fascinating and pretty dark. Some parts of it did raise a few questions about its implementation but other parts made me rather uncomfortable with what I was doing. Like, there's a few things that did not get resolved at the end which really need to be and...yeah, at what point do you tell someone you fabricated their memories?\n\nIt all seems to come down to the question: Do the ends justify those means?\nNo|<<insert "Yes">>\n\nOh. Well, thanks for clearing that up, game.<<set $secret = true>><<endinsert>>
//The memory reverses until you get to the start of play.//\n\nRemember Me.\nCyberpunk <<continue "action...">>stealth.\n \n<<continue "Remix memories.">>\n<<timedinsert 0.3s>>Propagating new memories<<gains>>.<<gains>>.<<gains>>.<<gains>>\n\nMission:<<gains>> Extract door codes to high security facility\n<<gains>>\nFirst guard post outside the building. Nothing with me except the memory uplink.\nLet's take a look at what this guard's <<continue "thinking about.">>thinking about.\n\nCurrent thoughts: Just one more hour till I can get out of here\n\nSo how best to distract them?\n[[Change memories about patrol times]]\n[[Change memories about end of shift]]\n[[Change memories about the building being haunted]]\n<<endcontinue>>\n<<endtimedinsert>>
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Remember Me: A review
I guess this dose of skepticism I'm feeling will be staying for a while. With no memory to speak of, it's up to this shadowy figure named "Edge" to tell Nillin who she is and what she's meant to be doing.\n\nBut unlike many games which run with convenient amnesia, this one chooses to address it: I'm sitting here thinking, "Who is this arsehole telling me who I am?" And Nillin expresses the same concern between game chapters.\n\nSame thing with the memory remixing - the idea of changing someone's memories to fundamentally change who they are is kinda creepy. But Nillin does seem to grasp the gravity of her power (Unlike in ME2, where rewriting memories instead of just killing a group is considered the "good" choice and left at that). \n\nOr at least, she comments on it in her mind palace and then continues doing some pretty dodgy things.\n\n[[Such as...]]\n\n
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Stealing this guard's memories of the building gives me a working map; taking that supervisor's memories of patrol routes lets me know where to look out for enemies.\n\nIf anything, having access to all this information makes the game a bit too eas...DAMN. What kind of supervisor //forgets// about one of their guards?\n\nOk, I think they just got a glimpse. Might have a few seconds before they get over here.\n\n[[Insert a memory of seeing another intruder in a different room]]\n[[Remove the memory of seeing me]]
//After some searching you reconnect with the memory strand.//\n\nSo yeah, I like that the cast is nicely diverse: a majority of the named characters are <<insert "women">> (or that's what I've noticed, but hey, I'm a dude and maybe it's that "30% women constitutes a majority" issue there)<<endinsert>> and as I said, not everyone is white.\n\nWell, I'm not too qualified to talk on how good the representations are but I haven't noticed the presence of any of the nastier tropes BUT, again, not an authority.\n\nEnemies you beat up are [[all dudes]], though.\n\nBut I was thinking about the remixing, [[wasn't I...]]
Man, Remember Me is a pretty great game.\n\n//Remix complete.\nMemory successfully altered.\n\nYou have been accessing [[Tim Skew's|https://twitter.com/Sethirith]] memory of //Remember Me.\n\nLevel Select\n<<if !$secret>>[[What was that bit I missed?|Back to the memory]]\n<<endif>>[[Replay stealth memories|Begin memory remix]]
Oh god, I panicked. Making them thing there were more enemies didn't lead to them running away screaming like I'd hoped, they just called for backup. Why aren't these guards idiots?\n\nOh well, maybe I can make them forget they're on high alert?\n\n[[Worth a shot...|Summary]]\n\n
Teehee - one of my favourite tricks; they walked through the doorway, stopped for a second and then muttered: "What did I come in here for?". Ooh, just for good measure I'll change their current guard post to the one on the other side of the map!\n\nNow they give up the search and wander off.\n\n[[Leaving the codes wide open|Summary]]
//You drift downwards through half-formed images: McFlurrys changing hands in the dead of night; lines of scrolling UnityScript overlaid on tutorial videos; Scarlett Johansson laying out the secrets of the universe; incoherent conspiracies laid out over Twitter.\n\nYou find what you're looking for: memories of a game//\n\nRemember Me.\nI'm looking forward to it - cyberpunk Assassin's Creed which is all about messing with memory to change people? (Hm, that sounds pretty dark now I think about it. I hope it explores that more than the Mass Effect 2 bit with the Geth.)\nBut I'm all over it.\nEspecially with a non-white woman protagonist, despite the [[dificulties|http://www.eurogamer.net/articles/2013-03-19-why-publishers-refuse-games-such-as-remember-me-because-of-their-female-protagonists]] that caused, which is nice to see.\n\n[[Skip forward to after purchase]]\n\n
Just have to make a simple change to their memory of when the guards rotate and the next time they check the clock, I'll have as long as it takes for them to get to the next guard station to get in and out.\n\n[[On to the codes]]
Initiating memory retrieval<<timedinsert 0.3s>>.<<gains>>.<<gains>>.\n\n<<timedinsert 1.5s>>Subject: Tim Skew\n<<gains>>Date: 14th Sept 2014\n<<gains>>Memory: Playing //Remember Me//\n\n<<gains>>[[Access Memory]]<<endtimedinsert>><<endtimedinsert>>
Given the amount of memories on good luck rituals, it seems this guard is particularly superstitious.\n\nLet's just change a few memories from recent patrols; nothing major, just little discrepancies in the corner of the eye. but maybe enough to put someone on edge.\n\nAnd now, a simple thrown bit of debris...is enough to unnerve them into leaving their post to find other guards.\n\n[[On to the codes]]
//Just when you were hoping to continue, more pointless obstacles appear.//\n\n<<continue "Punch">>Punch <<continue "Kick">>Kick <<continue "Kick">> Kick <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Punch">>Punch <<continue "Punch">>[[Punch......|Back to the memory]]<<endcontinue>>
//You glide past a year and a half of memories. You want to get into something interesting, but first, a massive info dump.//\n\nRemember Me. \nCyberpunk action set in <<insert "Neo-Paris">> (what's up with adding "Neo" to your city name in the future? At what point would you decide your city is futuristic enough to declare it "New"?)<<endinsert>> after digitisation and sharing of memories is possible.\n\nNillin is a memory hunter, able to steal memories from other or even 'remix' them: changing the outcome to alter a character's perspective and world view. It's a very innovative system - the feature page cleared that one up for me.\n\nBut Nillin gets her memory wiped by the big evil corporation and has to travel accross the city, committing <<insert "errorist acts">> (not a typo, because it's the future)<<endinsert>> to bring down the system. It's all terribly engaging and innovative and the best thing. [[Trust me on that.]]
[[Tim Skew|https://twitter.com/sethirith]]