This is really only a glorified demo, but it does show a huge amount of promise considering the very limited human resources that went into this project.
The story is nonsensical and better left ignored, which is easier said than done because of the unskippable cutscenes.
It pulls out a lot of assets out of the unreal asset store, but to be fair the lightning and overal direction still makes it a pleasant game to look at, particularly in motion.
Gameplay is where it shows its biggest potential. It brings further a lot of cues from Devil May Cry, including the style meter and ability to juggle enemies. You get quite a few tools on your hands, and they all have their uses, not to mention that they look really stylish. Its a shame that the actual enemies are a bit too basic to fight, and dont really incentivise the clever use of the combat system.
It also features some very basic puzzles and platforms to keep pacing going. At least they show that even for such a short game (30mins) as this one pacing is important.
Hugely flawed, but can be worth a run if you enjoy action focused FPS.
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A cool, but clunky hack and slash / FPS with loads of potential
PLAYED ON PC
Bright Memory has some issues, but I can see a lot of potential for something really cool in the up coming full release of Bright Memory Infinite. The gameplay concept is really cool. Take an FPS like Crysis, and the juggling combo based combat of Devil May Cry or Kingdom Hearts, smash them together, add some Chinese mythology and you get Bright Memory. This hybrid of movement shooter and hack and slash game is something that I know has tons of potential, and Bright Memory, partially gets it right.
When everything is working as I expect it to, it can be pretty fun. Chaining attacks, hacking and slashing, managing cool downs that I will admit are a bit long, and using special powers is really exhilarating. But most likely due to there not being a way to rebind your keys, the controls are rather clunky. For instance, there is a double jump style mechanic in the game. Instinctively, I would press space twice to do the double jump, but in this game, you need to hold space to do it. It took a bit to get used to this style of double jumping and even then, I was still not entirely keen on it. Next is the dodge mechanic. You can sprint and you can dodge in this game, but they are both bound to shift, you hold shift to sprint, and quickly tap shift to dodge. This made combat encounters uncomfortable when things got really hot, and I wasn't dodging like I wanted to. I wish there was a way for me to configure the controls better so they feel more fluid.
The game for being developed by a small team is also really pretty looking. Though the colors could use some livening up the character models are pretty good, textures are decent, and the lighting is superb. Bright Memory is more expensive looking than some AAA games out there, and it ran pretty okay on my GTX 1080 equipped PC. However, one problem I have is that I think the game went WAY overboard with the particle effects and blood on the screen. The particles are really impressive and the blood is satisfying when slashing enemies, but once things get really chaotic, its almost like I'm zoomed into a Micheal Bay explosion with confetti and lasers going in every which way. If there was a way for me to tone down the blood on the screen and especially the particles, that would be nice.
Finally, the last problem I have is that this game is very, very short. At only around 30 minutes, this is basically a demo you have to pay money for. For some, that could be pretty insulting, even with the extra content put into the game including new game plus and alternate costumes. Personally, I think there is enough here to keep you entertained if you get the game on sale.
Overall, I see so much potential in Bright Memory's combat, but because of clunky controls and too many particles in your face, your enjoyment could be hampered by things out of your control. If the game looks interesting to you, give it a shot.
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ngl I really wish that they just kept the Episode 1 subtitle on here because I was kind of under the impression that the rest of the game had been made once it left Early Access. At least us EA buyers will be getting Infinite for free though.