


My own perception of pain is less than ideal: I often only notice that I’ve been hit hard when it’s almost too late – then my sight signals it very clearly, but the first hits lack feedback.Set in 2038, you assume the role of Shelia, a member of the Science Research Organisation (SRO) who is tasked with investigating an abnormal weather event. Topic hit feedback: Enemies react satisfactorily to your attacks, sometimes even memories of the legendary FEAR are awakened when you feel a moment of pure shooter happiness between dodge dash, shotgun salvo and headshot slow motion.

The interplay of melee attacks and firearm shooting – in my opinion a very ambitious undertaking in a first-person shooter – works perfectly and doesn’t have to hide behind larger projects like the Shadow Warrior series or a Red Steel 2. Sometimes you almost feel like you’re in a Call of Duty because the controls slide so smoothly, the guns have loads of ammo and the enemy AI is pretty simple. The setting options (here: PS5) are quite decent, for example you can switch on ray tracing, change the field of view and activate a high frame rate mode.Īpart from a few small things (poorly explained wall run, missing stealth kill button display), Bright Memory: Infinite just works really well. She can use it to block enemy ranged attacks, rain standard hits on opponents and even conjure up some Devil May Cry tinsel: If you charge the blade, you can lever up opponents – they then float in the air as if frozen and waiting for your concentrated firepower. But that’s not all: Shelia’s katana is razor sharp and a loyal friend against the hordes of enemies. On top of that, Shelia can unwrap a kind of telekinesis push or hold and later in the game learn the super moves “Electric Strike” and “Earthquake Strike”. They don’t stand up to comparison with the creativity of Insomniac in the Resistance series, but many game situations require regular use of all offensive options. Four weapons accompany you through the game, including a precision machine gun, a wonderfully rattling Uzi pistol and a subtly electrified shotgun, all with useful secondary functions. The four-wheeled chase belongs to the lowlights-it doesn’t last long, after all.īut that’s not bad, because there is hardly any time to think: Shelia sweeps through the tube-like stages in ego view and with a surprisingly versatile toolset for the short playing time, which are largely reminiscent of Asian temples, but also sometimes quote Ninja Gaiden’sche Straenzge In general, the tonality, enemy race and Shelia’s standard outfit reminded me of Ninja Gaiden 3.

With that in mind, it’s downright absurd that a single person should be responsible for most of this, even if the spectacle only lasts two hours… There are also some pretty cool-looking opponents, fancy temples, water here, fire there – and when it comes to headshots and katana slashes, the mini slow motions used in the best way provide an additional punch. Bright Memory: Infinite reveals some graphic imperfections if you look closely – but it’s also a damn first-person shooter with contemporary 3D visuals, cool effects, ray tracing and a clean frame rate. Still, the result is one great performance by Xiancheng – and an example of the power of modern game development tools. Xiancheng, following the success of the first PC episode and the limelight that the trailer’s appearance at Xbox Showcase 2020 brought, got a bit of outside help to develop Infinite – the tech pros at Digital Foundry also mention that ” this time other artists, musicians and speakers were involved in the project”. And FYQD, this is 25-year-old Chinese Zeng Xiancheng, who caused a sensation as a solo developer of Bright Memory. After all, you only see Shelia in the cutscenes…īeyond sound and one or two side things, behind every single point in the credits is: FYQD Studio. Unnecessary: Outfit options are welcome, but these days they seem very flat.
