Infinite light memory is an ambitious first person shooter action game that merges futuristic samurai fighting from something like Warframe with epic adventure and platform games like Grave robber. But while FYQD-Studio’s game is an improvement over its 2020 version, Luminous memory, there’s still a lot to be desired from its underdeveloped history and busy combat system.
Infinite light memoryThe story of is a bench warmer, sitting alongside the game’s much more compelling selling points of its lightning-fast combat, and crisp ray-tracing graphics. Rather than offering a gripping story to hook you up, the game lets the fantasy of raw power that emerges from its combat system stand out as its most memorable element. Unfortunately, this is not enough. You can organize a clinic while mowing down enemies, but if the history of the game doesn’t offer a compelling reason for you to increase your body count, the result is more fun than something you can savor. Heck, you get more narrative information from his Steam page than the game itself.
All you need to know about the story is that one minute the game’s protagonist Shelia Tan fights faceless militiamen, and the next for some reason she fights faceless armored warriors with flaming arrows and spears. Luckily, she has a wide array of tools and skills to take on her enemies, as she goes from gun combat to swordplay in no time. And for a while, being able to fight ancient warriors with an electromagnetic pulse, rocket punch, and terrifyingly powerful pistols is almost an equal trade for BMIbland history. Your agility is also a fleeting thrill, as you navigate environments and perform extraordinary feats like grabbing hold of the wing of a flying plane as you shoot and slash baddies from the plane.
Infinite light memory is actually the second version of a game released in 2020, so called simply Bright memory. This first version was a mixture of Dark souls‘boss fight presentation, the aroma of fantasy action adventure from Grave robber, and Dishonored otherworldly abilities. While the basic concepts were the same, the previous version was much less concerned with creating a cohesive game, feeling more like an okra of action adventure game mechanics and FPS games. This was not subtle, for example, about his Dark souls easter egg lighting a bonfire and frantic sound The devil can cry– Counter style report cards. BMI tidies up a lot by presenting a second release with a more cohesive approach that thankfully doesn’t rely on distracting references to other games. While it relies more on hack-and-slash cyberpunk gameplay than the fantasy artifact hunting aspects of its 2020 predecessor, it still looks a bit like a generic neurablender from different action games.
Read more: Bright Memory is the perfect Dark Zero of 2020
Infinite light memory really shines when it forces you to strike a balance in how you elegantly take out your enemies. The rudimentary bullets will do damage to mythological creatures and ancient warriors in the game, who either ignore them or taunt you for trying to hit them without studying the blade, so you’ll have to get creative with the weapons Shelia attached to her. . One minute I’m dealing with enemies like a Call of Duty player, dodging behind a waist-deep blanket and bombarding them with headshots, and the next one, I retaliate with swords, deflect bullets and enemies that shoot forcibly or juggle air. Once I got into the groove of Infinite light memory‘s fight, I found myself in freestyle between gunplay and saber.
The highlights of the game are in its boss fights. These enemies take inspiration from Chinese mythological creatures like the foo dog or the six-armed asura demigod, and your fights with them are worth replaying to test your skills once you’ve unlocked more abilities. What is satisfying about these encounters is that you experience the same sense of autonomy as a The devil can cry character – you are as much of a boss fight for them as they are for you. Being able to express yourself in a game with a plethora of combos is satisfying once you can determine the timing of your ability cooldowns – that is, if the game doesn’t crash under the pressure of your abilities. ambitions.
While the game’s visuals and your own sleek abilities seem refined, the combat can be a bit awkward nonetheless. Enemies seem to appear out of nowhere, and the trajectory of their arrows doesn’t make sense based on their position. On the gamepad, the buttons are mapped in such a way that the face buttons have more of a role between combat and environment interactions, which is frustrating when you have to throw cutscenes that have fast-paced events. ‘state of failure. The game’s lightning-fast combat is elegant, but also so frantic that you’re just as likely to find yourself dying falling from a combat zone as being killed by an enemy.
One aspect of the previous one Luminous memory what I particularly hated was the lorgnette of its main character. At one point, her skirt flew away like someone was unblocking the winds of Aeolus from below her, and the Dead or alive-The stylish skins that Shelia can wear in the game made the whole thing predatory. Infinite light memory tone down Shelia’s sexualization a bit, and more degenerate outfits are at least stuck behind ending the game on more difficult difficulties, or buying her DLC.
Infinite light memory sneaks into a battered story here and there to excuse its mind-boggling settings and insane boss fights, but it would be so much better if there was a reinforced narrative backing it all up. Cutscenes suddenly appear out of nowhere after boss fights and battles. The end of the story, which comes after the best boss fight in the game, unfolds as the final scene of The Sopranos. A dull cutscene, and then suddenly it’s over. This raises the question of whether there will be a follow-up game or expansion that improves its story as well as its combat, as the game’s final cutscene provides no definitive closure.
Infinite light memory is a game to play to have a good time, but not for long. All the excitement it gets comes from seeing the cool game mechanics of other games reproduced well rather than being in awe of any original ideas the game presents, which would have been easier to accept if the story didn’t sound like an afterthought. While the individual elements of his fight don’t seem particularly original, there is something new about the way the game fuses them together. Yet the story does not provide the proper context for your elegant showdown. This, combined with the standard aspects of its gameplay, prevents the game from making enough of an impression to become a memory.