It ramps up at such an impossibly fast clip and then ends abruptly before its mechanics can evolve or be fully exercised. Infinite can also be completed within an hour and a half and even though games often overstay their welcome, Infinite is not long enough to let players truly take advantage of its arsenal. Even on hard, all of these options make the combat a fulfilling power fantasy with a refreshingly liberating arsenal and a welcome amount of choice.īright Memory: Infinite’s solid mechanical core is betrayed by its fragile outer shell that undermines said core or keeps it from reaching its full potential. There’s also an array of upgradeable skills that add even more variety, like the ground pound and obscenely overpowered rocket punch that, once fully upgraded, kills almost anything in one explosive hit. Using parries wisely means players can keep up their momentum by breaking down enemy defenses more quickly and reloading less often, both of which become crucial for dealing with waves of multiple foes where prioritization is key. ![]() Parrying not only denies damage but also reflects bullets, quickly breaks down an enemy’s protective defensive gauge, and automatically refills the magazine of the currently selected gun. However, its defensive mechanics and upgrades help make this more than a first-person Devil May Cry. Flinging a soldier into the air, slashing at him a few times, and then finishing him off with a huge shotgun blast is rewarding and leads to more creativity that standard shootouts don’t always provide. ![]() It sounds a bit like Devil May Cry because it is, as manipulating foes in such ways yields a liberating amount of choice during combat. Aside from the standard quick slash with the sword, it’s also possible to launch enemies in the air, yank them around, and deflect their attacks. Its melee combat is less conventional and more interesting because it benefits from the same responsive controls but in a different way. Wall running is clunky and the grappling beam is woefully underutilized and weirdly implemented, but using the other tools together makes Infinite a decent entry in the modern landscape of more mobile shooter first-person shooters. Dashing and double jumping around is smooth because of the snappy controls and even though the four guns are all simple archetypes, they fill their role and have useful alternate fires that give them more utility. Gunplay is akin to Titanfall 2, where acrobatics and quick movement dictate the overall pacing. ![]() ![]() It sounds like a recipe for disaster or one that results in two similarly anemic systems, but Infinite balances both splendidly. Infinite’s high-octane gameplay comes from its hybrid of melee combat and first-person shooting. Bright Memory: Infinite is roughly triple the length and has similarly frenetic gameplay, but it’s still all too abrupt - and a little unpolished - for its own good. It was incredibly short, though, something this second episode turned full-length title would seemingly address. Bright Memory: Infinite began as Bright Memory, a lone episode that garnered attention because of its visuals and gunplay that looked too good to be developed mostly by a single person.
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