Remember Me features platforming, exploration, and melee combat. The game is played as Nilin from a third-person view and introduces the mechanic of memory remixing: entering and rearranging a target's memories to manipulate them. Players accomplish this by replaying a memory and modifying details to change the target's recollection of the outcome. Another key mechanic of the gameplay is stealing memories from certain targets and using points called Remembranes to replay the memory in real-time: this is often needed to proceed through the game or avoid hazards otherwise hidden from the player. When the player is low on health, the screen will glitch until a sufficient amount of health is regained. On occasion, Nilin encounters puzzles in the form of riddles she must solve to unlock doors so as to further progress in the story.
In terms of combat, the game allows players to create and customize their own move combos in the Combo Lab, which uses four categories of fighting moves called Pressens. This is done by chaining them together, made possible through earning PMP (Procedural Mastering Power), with a limit of four combos being active at any one time. The Pressen moves are Regen (healing), Power (damage), Chain (duplication and doubling of previous moves), and Cooldown (regeneration of S-Pressen energy). There are 50,000 possible Pressen combinations. Five S-Pressen moves will be made available to the player over the course of the game: the moves enable them to do things like stun groups of enemies, move at high speed and land more hits, or turn hostile robots into allies which then self-destruct. Players also have access to projectile-based weapons like the Spammer and Junk Bolt.
Remember Me received "mixed or average" reviews, according to Metacritic. In 2017, The Daily Telegraph named Remember Me one of the best cyberpunk video games. The world design, soundtrack and plot were praised, while aspects of the story, design choices and combat were criticised.
Edge staff lauded Nilin as "a powerhouse of a protagonist" for possessing a blend of character traits that made her instantly likeable, and the story of reclaiming her lost memories was praised as well. The puzzles were said to be fresh and thought provoking. Eurogamer's Tom Bramwell appreciated Dontnod's work on the "refreshing" combat system. He felt the Memory Remix sequences were absorbing and said the portrayal of technology being abused was handled well. According to Ben Reeves of Game Informer, Remember Me's Memory Remixes constituted the highlight of the game, and the soundtrack was also subject to enjoyment. Kevin VanOrd at GameSpot was satisfied with the main character, calling her "a great heroine who is both powerful and vulnerable". The premise and general setting were commended, with the musical soundtrack appraised as "superb". Ryan Taljonick at GamesRadar wrote favourably of the city setting and noted that it was rich in detail. Taljonick agreed that the Memory Remix held the most excitement of all the features in the game. Justin Speer of GameTrailers thought Remember Me presented its concept with "fascinating" and "ridiculous" elements, while the manipulation of minds with the Memory Remix was described as rewarding. IGN's Daniel Krupa admired the ambition of the game. Neo-Paris was considered vibrant and distinctive, and as with the rest of reviewers, he praised the ability to remix memories. Ludwig Kietzmann at Joystiq approved of Nilin's power to manipulate memories, wishing that there were more opportunities to use it. Staff writing for OPM (UK) opined that the futuristic setting was "astonishing" and "visually arresting". Arthur Gies of Polygon endorsed the game world, story and protagonist as its most positive aspects. He argued that the combo modification system set apart an otherwise predictable combat system. Gies felt the soundtrack deserved recognition for its well-written and unique style, which he thought complemented the central theme.
Conversely, Edge staff complained that characters other than Nilin were weaker overall. The design of the Pressens combos was thought to be flawed, as the rate at which one unlocks them was too slow to use them until the final hours of the game. Though Bramwell found engagement in the first few hours, he said that the later parts of the story suffered from too many science fiction elements. The absence of external motivation for the main character was also disparaged. Reeves was dissatisfied with the characters, whose world he said was more interesting than they were, and the story was berated for being "uninspired". VanOrd observed that the game was held back by an unfulfilling story and sub-par level design. The dialogue and metaphors were criticized for dimming the story's potential. Taljonick also disliked the dialogue, with overwhelming jargon noted as one of its chief offenses. The exploration was deemed restrictive, the level design claustrophobic, and the combat system "stiff". Krupa was unimpressed with the action, which he felt lacked variation and was not well executed. His delight in the setting led to disappointment with the limited exploration of it. The lack of Memory Remixes received reproval as well. Kietzmann declared Remember Me as "a listless and mediocre action game" whose appearance held more value than its performance and objected to the combat for being "stilted" and void of excitement. PlayStation Official Magazine – UK staff became quickly disenchanted with the game as it delved into "generic fighting".
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