Review Check-In

Anthony John Agnello answers your questions about Remember Me

By Matt Gerardi • June 4, 2013

Last week, we asked what you wanted to know about Capcom’s newest game, Remember Me. We picked out a handful of our favorite questions and tossed them at Gameological critic Anthony John Agnello. Watch as John Teti and Anthony cover such topics as “How discomforting are the female protagonist’s grunts?” and “Is it as hard as Dark Souls?” Check back tomorrow for Anthony’s full review, as well as the prompt for our next Review Check-In!

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33 Responses to “Anthony John Agnello answers your questions about Remember Me

  1. Fluka says:

    Yaaay, my cat’s name got said on-camera!

    And thank you very much for the extremely informative answer to my question – that’s exactly the kind of information I was looking for.

    I am totally going to turn on the French language track now too.  I can pretend I’m doing something educational!  Though not as educational as, say, building a zither.

  2. Cloks says:

    Thanks for answering my question!

  3. OhHaiMark says:

    This game sounds interesting, and I’m glad he brought up linearity and why it’s sometimes okay to not have a huge sprawling world if that’s not the story you need to tell. The biggest complaint I’ve seen about this game is something I’ve always sort of defended. Contained, linear games shouldn’t be held up against open-world games, should they? One has its benefits as does the other, and they should both have a space where it can exist. That being said, when a game like Final Fantasy XIII is released and creates the illusion of having a huge world, one that should be at least somewhat open to exploration, having narrow vectors of enemies was probably a design choice that baffled everyone. But that’s the difference between what is apparent in these games, and what the developer makes extremely clear.

    Nonetheless, excited to try this game out! It sounds different.

    • Girard says:

      “I’d like this game better if between every level I had to engage in 20 minutes of ropey driving through a nondescript boring cityscape.”

      • zerocrates says:

        Tell me more about L.A. Noire (though I guess it had a highly-descript boring cityscape).

  4. Chalkdust says:

    Good questions, and great answers!  My interest in this game has grown.

  5. Hunter Taylor says:

    I felt like Anthony became increasingly comfortable in front of the camera.  Next time, Teti should make it his goal to make Anthony as uncomfortable as possible.

  6. The_Misanthrope says:

    I like playing the Arkham games, but I am pretty convinced the combat system is designed to make players with poor reflexes (like myself) look like they are some fighting-game savant.

    • I seem to remember some article somewhere where the Rocksteady guys said AA was originally envisioned as some kind of rhythm game which eventually grew into what we know and love today; but with that in mind, when you think about it the combat system does have that rather distinct QTE-ish/spectacle thing going on.

  7. Girard says:

    I only play games that are at least as challenging as juggling flaming swords.

    Actually, I don’t play any games, now that I chopped/burned both of my hands right the hell off.

  8. WarrenPeace says:

    That intro/outro music is some stock tune that I most familiarize with an Iphone puzzle game that my daughters play, its triumphant march cheering them on whenever they complete a puzzle. It was kind of discordant to hear it here.

    • IntotheNightSky says:

      I just realized, but I think Dan Savage used it as the intro and outro music for the Lovecast for more than a year.  I bet if songs could speak, this one would be able to keep an audience rapt with attention for hours on end with stories from its past.

  9. HobbesMkii says:

    Teti dropped my “MkII” How will anyone know what model version I am?

  10. OhHaiMark says:

    Went and bought this game today on a whim. I can’t lie, I’m enjoying the hell out of it. It’s quite unique and the world is pretty engrossing, and I agree, the linearity of the game is a design choice that serves the game very well. It’s very much in line with the themes the game espouses, at least right away.

    I’m only on chapter 4 but so far this game is a big surprise for me.

  11. Thanks for answering mine! :3 Funnily enough, you literally told me to look elsewhere because this game wouldn’t be my thing, but you convinced me to buy it anyway with all the other answers, so there’s that. Sounds like RM has quite a bit of heart to it, and it’s trying to do its own thing without catering to the crowd-pleasing gimmicks everyone goes for, and that’s quite commendable already.

  12. Drew Toal says:

    Anthony is entirely too happy to be here. A little more world weariness, friend! Sorry. Friend.

  13. Blatherly says:

    I do like a good linear game. There’s a lot to be said about a simple story well told. But that does mean that the story then has to deliver in a big way. It also feels like a missed opportunity. Some extra things might make what looks like a well realised setting that much more believable. Once again though it might not be a problem depending on the world design.

    I’ll look out for the review for the buy decision, but it does certainly look interesting. Thanks for asking and answering my question guys!

  14. Chris Hansen says:

    Digging the taped up headphones. I guess freelance ain’t what it used to be.