Jump to content

Remember Me


'Pranay

Recommended Posts

French reviewing a French game.

 

Rating: 18/20

 

With an “original story, a sublime universe and an unforgettable heroine”, Remember Me was given an 18/20 by the magazine.

 

9Ruj4BH.png

Link to comment
Share on other sites

  • 2 weeks later...

Some more info - http://www.neogaf.com/forum/showpost.php?p=60548177&postcount=90

 

 

 

 

1) Game is ridiculously pretty, was ported by QLOC (Ace Combat: Assault Horizon PC), and features high-res textures and shadows.

2) I wish I could turn all the motion blur off. Still searching the ini files for the blur on the character.

3) It has an 'HQ supersampling' feature to deal with the otherwise quite noticeable shader aliasing. I'm running that at ~4K and am pretty sure it's going to toast these two 670s by Monday.

4) Animation is lovely like Tomb Raider. Hair is lovely like Alice: Madness Returns.

5) This early access build might well be retail and has everything unlocked UE3-wise. Nothing is tamper-proofed at all.

6) More shots to come this w/e. Lots more if it keeps this up.
Link to comment
Share on other sites

PC options

 

8910636919_18801f4d1c_b.jpg

8911263060_e63c504152_b.jpg

 

 

[systemSettings]

bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=True
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=True
UpscaleScreenPercentage=False
Fullscreen=False
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=True
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationFactorMultiplier=1.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
ShadowDepthBias=.012
PerObjectShadowTransition=60
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.5
CSMMinimumFOV=40
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.0
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=2048, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=2048, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=1024, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=512, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=512, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048, LODBias=0,MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_NoMipmaps)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048, LODBias=0,MinMagFilter=linear, MipFilter=point);QLOC
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen1)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096, LODBias=0,MinMagFilter=aniso, MipFilter=point, MipGenSettings=TMGS_Sharpen1, NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096, LODBias=0,MinMagFilter=aniso, MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=256, LODBias=0,MinMagFilter=aniso, MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinM agFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,M inMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinM agFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinM agFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0 ,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=line ar,MipFilter=linear)

 

 

Some early impressions

 

 

Atmosphere is through the roof and they made a world that feels like it has a past, present and future with some crazy characters.

 

Voice acting...uhm. Bad

 

Graphics are very good. Haven't had any slowdown, there is a fine sheen of glamor all over the game and a fair bit of amazing technical atmospheric addons like the floating text and so forth(Ala Watchdogs). Honestly aside from a little aliasing there is some great looking stuff here. One thing i noticed is that face budgets are different between characters. There have been a couple characters with faces that made me pause because they were so high definition...and then others that were pretty much typical. I can only assume that is another artistic choice.

 

Control is spot on but there is no free running type thing so it feels a bit more old style jumper than AC games.

 

Sound is a-f**king-mazing. Knock it out of the park then go catch it just to knock it out again. I mean at times it is surreal good. Create a combo(lab) seems cool but so far I am not really a fan of the look of the moves though pulling them off in a fight looks almost Batman good.

 

Basically in the short 2 hours I feel more interest and enjoyment here than the last 3 AC games which this game takes some ideas from.

 

-GAF

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...