![]() Every time they introduce a mechanic, its usually for that one particular instance rather then adding to the overall experience. Not to rag on the Developer(S?) too much, but a lot of the "Levels" didn't really fell all that connected with the story either and more of a checklist with weak justification to get us from point A, to B. It felt less of an expansive cohesive world and more of disjointed linear corridors connected by a "World" to give justification to why we go from urban sprawl, to rice fields and boars, and the obligatory "Stealth" Section. Its pretty good, and you've got a solid concept here, but there is still much more that needs to be expanded upon, both in terms of story, lore, and level design. If Bright Memory were a proof of concept, or rough draft of a game, then Bright Memory Infinite is like the 2nd or 3rd draft. You've got a bunch of shooting galleries, but a decent enemy variety and gives me vibes of a classic arena shooter like DOOM. Which is barely a game and more like an interactive movie that you "Play" through. You can complete the game in about 2 hours. you got your basic end of the world shctick, that starts off with weird storms, and its later revealed that this hour glass is basically trying to flood the world out to rebuild a new one with a new ruler because.reasons. Story wise its akin to an outline of events. Mechanically, its fun, but presentation, and story its h? Like I get it, but at the same time it could be done much better. They are fun, don't get me wrong, but they don't stand out other then generic ancient bad guy who wants to purge the world and build a new one. The boss fights however are.much to be desired, IMO. While you likely won't be staring at any vistas, or going "Ooh that's pretty." you will still be impressed by the visuals especially considering its an indie game. The gunplay is OH so smooth, you can block bullets and redirect them, the light parkour system is weighty and the overall gameplay loop is quite good and cathartic. Both of their games I've played are bangers, and Bright Memory is no exception. This game, and the developers are doing very well. Doubt I will ever play it again, at least for a long time. You do all the work & a cut scene kills all the bosses for you. You do not get the satisfaction of killing any Bosses. Active Cut Scenes ( when your watching & cant do anything until all of a sudden you have to hit a button quickly just as the screen tells you or you fail ). During bronze dog fight I had graphics drop to 10 FPS. "RTX 3090ti" maxed settings except motion blur - film grain - depth of field / Ray Tracing maxed, no DLSS, 35-45 FPS (frames per second) 53-59 FPS when not in a battle. Pros: Supports 5120 x 1440 wide screen / real good graphics / fun weapon mods / has FOV (field of view) adjust / good controls / story is good / short, 3 hours ( this is a pro for me because playing any longer with all the cut scenes & QTE's (quick time events) would be unbearable.Ĭons: Not optimized well. While I understand this was likely due to the small team/limited budget, I still wanted to know more. However, the ending felt very much like only the beginning, which time skipped to the end. ![]() Not to mention, from a narrative standpoint, it didn't explain well why Shelia was forcibly kept from using her powers/weapons nor how she suddenly gets them back.ĭriving segment was okay, but felt a little janky at times.įor what there was, the story kept me invested. I played on easy, and out of my 8 total deaths in the entire game, at least half of them came from this stealth segment. It felt really out of place, slowing down the game from a Halo/Souls experience to interrupting me to present Metal Gear Solid. However, one of the most glaring flaws are the segments which are not involved in the high paced combat, especially the forced stealth segment. ![]() Overall, I was enjoying myself the most when engaging in the high octane combat, switching between gun & blade for some epic combos. ![]() I love the way each weapon has an alternate firing mode. And the graphics are so gorgeous that I initially mistook it for a triple A game. The combat feels invigorating and gunplay is quite solid on the level of triple A titles. For an Indie title, I was very impressed with how the game both felt and looked.
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