Bright Memory: Infinite might go down as one of the most interesting games I’ve ever played.  It feels like FYQD Studio woke up each day with a different idea and threw it in the game. I didn’t really know what I was getting myself into when I picked up this game, and it’s leaving a lasting impression (some good and some bad).

Let’s start off with the odd story in this game. For a game that clocks in around an hour and a half, I feel like it would be difficult to have a meaningful story to tell. The game starts off with Shelia, the main character, being assigned a mission to save the world from some government agency. That’s about as coherent as the story gets. There’s a black hole, weather anomalies, ancient beings, and some other agency that are all thrown into the game. With the short run time, you don’t get a whole lot of depth to the story or details about anything. It feels like they just included one just so that they could say they had something. A more minimalistic story could have gone a lot further. Heck games like Mario don’t have much of a story and look at how well those review. At least the story doesn’t get too much in your face with overextended cutscenes.

This is such a random enemy encounter in the game

The combat, on the other hand, is fantastic. I absolutely loved the gun and swordplay in this game. Everything felt responsive and there was enough variety in moves that make you want to experiment. The gunplay felt responsive and tight like a game a like Titanfall. Each gun comes with secondary ammo and it makes each gun feel more unique. The sword, at first, isn’t as fun until you get the upgrade to give it some range. Once I did get it though, it became a staple to my assault. Doing a combo with my sword and guns always felt fun and exciting. The game even gives you light telekinetic powers, like pulling enemies towards you, but I rarely ever used it. I’m not sure if that was just me, but it just rarely ever popped in my head to use it. I do imagine people will play in a variety of ways, and I think it’s awesome to give the players that option.

Outside of a couple of random gameplay changes, the pacing felt great. The game keeps the action going and each area throws many enemies your way. There were two changes to the gameplay a long the way that did slow the game down a bit. The stealth section was okay and you’ll more than likely breeze through it in the matter of minutes. The car sequence felt more out of place and wasn’t as polished as the rest of the gameplay. Luckily, those two sequences didn’t last long and the game quickly puts you back into the brunt of things.

Bright Memory: Infinite was fairly easy on the normal difficulty, and the bosses didn’t pose much of a threat either. I did die a couple of times on the last two bosses, but it wasn’t hard to overcome. I did enjoy facing the different bosses, but one of the gameplay elements that could use a little tweaking showed its face. The dodging during boss fights can be a little frustrating at times. Dodging left and right while looking at the boss can punish you because of the obstacles, like rocks, that block your dodge. You can find yourself getting stuck pretty easily when a boulder from the boss comes towards you. Also, it can be hard to get away from the boss, even if you are sprinting away. There were numerous times I was sprinting away and the boss was still two inches away from me. If they added a dodge forward move, I think this could have alleviated some of the pain my character consistently faced.

The scenery in the game looks amazing. It’s actually kind of shocking the level of detail the developer was able to pull off. The rain effects and the surrounding areas constantly make you feel like you are in a world falling apart. The atmosphere doesn’t really change at all throughout the game, but none of that mattered to me. The small detail that was slightly disappointing is the lack of interaction with objects. Outside of destroying boxes, there’s nothing you can do with the environment. The bamboo looked ripe for a nice slash with my sword, but it went through it without a blemish. It’s not a big deal by any means, but it’s just something that could have been neat for the two seconds I wanted to cut it. Regardless, the game has no business looking as good as it does.

Bright Memory: Infinite has laid the groundwork for what could be an awesome new franchise. It’s insanely fun to play, a great looking game, and it left me wanting much more. This is truly one of few games I wish lasted a little longer. I think if a company like Sony or Microsoft could publish the next game, we could see something really special. The small things that felt odd in this game could be reworked, and the gameplay could get that final polish. Through it all, I was left with a “bright memory”.