Remember Me
Remember Me is a Xbox 360 action game released in 2013 developed by Don't Nod. It centers on movement and immediate actions, enemy and hazard responses, and stage objectives, with controls and information arranged around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons.
- AI score · out of 10
- 7.2 / 10
About this game
Remember Me is a Xbox 360 action game centered on movement and immediate actions, enemy and hazard responses, and stage objectives. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
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Xbox 360AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Memory remixing and Neo-Paris are memorable, while cameras and linear progression constrain inventive combo building.
Memory remixing and Neo-Paris are memorable, while cameras and linear progression constrain inventive combo building. The Combo Lab assigns damage, healing, cooldown and amplification effects to fixed sequences, with stronger effects later. Effects and interruption risks create meaningful construction choices, but fixed sequences and powerful abilities limit moment-to-moment variation. Remixes turn the narrative premise into interaction, but repetitive travel and fighting occupy more of the campaign than its distinctive idea. The setting makes the premise tangible, giving its city and questions of identity a stronger lasting impression than the routine combat encounters. Short retries help recovery, while camera behavior undermines planned execution; technical conclusions remain confined to the tested platform. Players interested in science-fiction settings, narrative puzzles and customizable combinations.
Strengths
- The Combo Lab assigns damage, healing, cooldown and amplification effects to fixed sequences, with stronger effects later.
- Neo-Paris provides a distinctive futuristic setting centered on the trade in memories.
Weaknesses
- The combat camera interferes with reading attacks.
Who it is for: Players interested in science-fiction settings, narrative puzzles and customizable combinations.
Play notes: Assessment uses contemporary console evidence; later games do not resolve this original edition's camera and design limitations.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Remixes turn the narrative premise into interaction, but repetitive travel and fighting occupy more of the campaign than its distinctive idea. | Reviewed | 6.4 / 10 | Not provided |
| Dimension Effects and interruption risks create meaningful construction choices, but fixed sequences and powerful abilities limit moment-to-moment variation. | Reviewed | 7.4 / 10 | Not provided |
| Dimension The setting makes the premise tangible, giving its city and questions of identity a stronger lasting impression than the routine combat encounters. | Reviewed | 8.4 / 10 | Not provided |
| Dimension Short retries help recovery, while camera behavior undermines planned execution; technical conclusions remain confined to the tested platform. | Reviewed | 6.1 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Don't Nod
- Publisher
- CAPCOM
- Release date
- 2013
- Platforms
- Xbox 360
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Action · Primary genreAdventure
- Tags
- Third PersonFast-pacedPlatforming3D GraphicsReplayableLinear LevelsReal-time CombatMain Story Under 10 HoursSolo-friendlyDodge
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single player
- Perspectives
- Third person
Release editions
- Xbox 360Worldwide2013
- PlayStation 3Worldwide2013
Game gallery
Sources
Not provided