Rememoried (Xbox One) Review

in #gaming8 years ago

I have always thought that dreams are those random images that we process in reality but that remain in the back of our heads, or files, waiting for that dream machine that lights up in our nights to order them in the most peculiar and extravagant ways . Perhaps that is why the creator of Rememoried, Vladimir Kudelka, has decided to call it that, since we are only remembering what we have already seen.


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As you may have guessed, we are facing a video game that completely exploits the world of dreams, and takes advantage of the device that makes available, our means, to immerse ourselves in a world of whites and blacks where the look will play a key role in our progress through this world. We are facing a puzzle game that is somewhat peculiar, with its successes and failures, but which is very necessary in the Xbox One catalog to provide diversity and risk in a world full of video games so profoundly similar.


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Technical section

One of the most variable sections depending on how many people and how much budget the teams have had. We can not value in the same way a video game developed by a single person that by a team of two hundred. As you may have guessed, Rememoried is designed and crafted by a very clear mind, that of Vladimir Kudela, an independent developer from the Czech Republic who has thrown back the whole creation of the game. And is that from Eastern Europe is growing a whole new batch of creators to which we should take into account, offering a wide range ranging from triple A and The Witcher to more minimalist but exquisite titles like Rememoried.

That is why if we must use an adjective to describe Rememoired that good could be austere, minimalist or monochromatic. But this is not something that works against you, if not totally in your favor, and teaches us very well how, despite having few means, the only thing you should know is how to use them.

In the collective imagination, tend to think that dreams are black and white. This is not true for all individuals, but we could say that it is a generalized opinion. It is perhaps for this reason that Rememoired is based on whites and blacks, geometric shapes, or small objects of our world that could well star in our dream-like nights. In this way, the developer avoids having to recreate scenarios, complex textures or even elaborate characters, something that limits the resources used and allows us to take advantage of other assets that produce the same effect as a title with many media.

Where it is necessary to give a pull of ears is in the fluidity of the game, which sometimes suffers small stumbles in terms of the framerate to experience slight drops. But nothing especially serious or that hinders the gaming experience.


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Gameplay

Rememoried is subject to the genre we call Walking Simulator in its most lysergic and voyeuristic aspect. Yes, we will have to walk, but above all, we will have to look. Rememoried relies entirely on the point of view to raise their puzzles and solutions. Unlike many Walking Simulator, which rely on a constant path to establish their narrative, Rememoried is schematized through totally different levels that we must complete in order to continue advancing. In these levels we are mainly thinking about finding an object, a route or a light that tinkles to unlock the next one.

Sometimes, the roads will be discovered by means of cubes of stars to which we will have to jump to reach the highest level; in others we will find ourselves in front of a park that we will have to walk in a certain way so that the landscape does not disappear and we must restart the level.

When I talked about what a walking simulator looks like, it is because we will unlock paths or invoke new ones before our eyes. I explain. We may find ourselves facing a bridge of stars, but to move forward, we need more ground to jump on, but before us only the immensity of the void opens up. If we turn around with our character, or look the other way, the game randomly generates a new landscape with a new arrangement of objects, thus opening up new possibilities for us to move forward. To look away is to move forward in Rememoried, something that would make a lot of sense if we take into account that our brain is a born image generator, and that if you delete one and ask for another, it will grant it in the most random way possible.

Really this is a mechanic that I just gutted you and I would prefer not to have done, since it is truly amazing when you discover that the game is changing by itself, you are overwhelmed by a real feeling of loss and confusion. Is the landscape changing? Or is it me? A fully dreamlike mood that is one of the great strengths of the game. But I did not know how to analyze it without doing it, so I'm sorry in advance.

Almost all the levels will need this mechanics to advance, being in some a real headache to find out what you should do. And is that if you lose, the game will throw you back and force you to repeat certain levels, which can be a real tedium if you are not discovering how to advance in which you are stuck. The answers in few occasions are not easy, and they require a lot of trial and error, something that I believe should be attributed more to the design of the game than to the players, since it is not always sufficiently rushed so that it can be solved from a logical position .


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Duration

Rememoried is a short experience, but that does not mean it can not be long. If you fall into the temptation to pull YouTube to solve the puzzles, you will find that it can be done in less than half an hour. But time will expand much more if you simply try to immerse yourself in the world that poses and solve it for yourself, a task not always easy or fast. For the hunters of achievements, you are in luck, and this is considered one of the easiest games to get the highest score of 2017, since you should do nothing more than just pass it. From my personal opinion, I advise you to try to do everything for you, no matter how much it costs, because that frustration and confusion is a state of mind sought by the developer.


Credits

Game Details

Developer----------------------------Hangonit

Designer------------------------------Vladimír Kudělka

Engine----------------------------------Unity

Platform------------------------------Microsoft Windows, OS X, Linux, Xbox One

Genre-----------------------------------Art, adventure, platform

Mode-----------------------------------Single-player


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Conclusion

A game not suitable for all audiences, only for those who want to try something different in the genre of walking simulator and fascinate the possibilities of the dream world. A title that does not just exploit all its possibilities but that hides a couple of great ideas that will undoubtedly make us very attentive to the upcoming work of the Czech developer Vladimir Kudelka. The genius, once again, as a laboratory of ideas and then inspire great titles, the sleepy psyche of the world of video games that makes us advance in that long-awaited categorization as art.

Happy Gaming!!!

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