22:50, 20 Şubat Cuma 2026
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Ana Sayfablog-168Excerpts for years in advance. Review "Remember. "

Excerpts for years in advance. Review “Remember. “

We are unhappy. Evolution endowed a person with abstract thinking, condemning to reflection. We dig into the past and look at who we have become. Sometimes with joy, but often without hiding regret. We are looking for a fork for which you can catch. Thoughts "Ah, if I were more reasonable", "If I knew then" and the like visited any, Admit it. Although sometimes instead of difficult reasoning, we simply indulge in memories.

The farther the time goes, the stronger the pace of life accelerates, and There is no time to reflect. You have to keep working things in my head, life, and do not forget to watch the new season of the series, which was released just yesterday. To reflect, you need it occasion, Whether it’s a meeting with a person from the past or returning to their native places. A new game wants to become such an occasion Ice-Pick Lodge.

Honestly, I personally did not get acquainted with the projects of this Russian studio. Yes, about “Tuk-Nyuk-Nutok”, “Turgora” and “Mor. Utopias ”in the know, but only the last. Fortunately, this will not create problems, because a fresh release – Not the main one Now the game of the team. While the main forces have been abandoned to finish the remake of “Mora”, and “Remember. " – a project for diverting and specking fans. Small and little for the claiming. What makes it a great entry point.

Before we start, I will designate it right away: Remember the passage. "left in my head contrast. On the one hand, the impressions are pleasant, and I inspected the credits with slight warmth in the shower. However, it was worth starting to disassemble and delve into the usual way, The game immediately fell apart. The reasons for this lie on the surface, So let’s move on to the review.

Venue

Our ward for the next five hours – Misha. He lives in a small closed town somewhere in Tatarstan. Although the game does not show how the hero spent time before the start of history, the environment and tips create not the most rainbow picture. In addition to the work of the controller at the station twice a day, Misha has nothing. A bunch of free time The guy spends in vain. Everything changes when childhood friends come to the holiday for the holiday. The coming days will be the most interesting in people’s lives, And the player will spend this time with them.

If the scene is understandable, https://pribet.it/ then It is difficult to determine time. The appearance of the environment and most heroes seem to be out of the 80s, and Soviet transport rides along the streets of the city. However, mobile phones are mentioned, which introduces an attentive player into a stupor. You can calculate the year, But firstly, it’s still to get to know, and secondly, nothing such knowledge will give. The developers are deliberately Not attached to the date, in order to make the history more abstract.

I have not just focused on time. Its current is one of the side ones that the game raises. For a project with this name it is logical. Heroes, recalling the past, involuntarily compare themselves and the surrounding world "Then" And "Now". For example, how life leaves the hometown, and they themselves can no longer afford childhood frivolity.

The game speaks of time not only on macro, but also on a micro-level; Simply put, about minutes and hours. “Remember. ", Trying to create tension, regularly drives heroes. It is simple and understandable, but once they give the player hours and provide freedom of action. Like, Can you everything will be in time and nowhere to be late. In addition, the plot does not forget about the day. Here I want to wrap the idea that the developers deliberately connected “small” and “big” time, but this will be obvious LNGS.

About the most important thing

Where there will be no extra species, so this is in the subject of memory. The game is still devoted to her. I said this above, but the events of the past are not a key part. The main thing, I think, is transmission of the process of memories. Ice-Pick Lodge is trying to make the player a participant in what is happening and set up a gameplay narrative accordingly. For example, they transfer partial management at once by several heroes simultaneously under the accompaniment of the story about the past. There are two such cases, but they are remembered. You seem to Pass through history Together with its participants.

The rest of the time “Remember. "Trying to leave at the expense of two game mechanics. First – Points of memories. They are marked with beautifully fallen autumn leaves. When entering this point, the memory is “activated”: the color corner changes, and soap bubbles arise near the heroes. You will get on one, and friends will begin to tell a story from childhood tied to this place. Sometimes parts are added that create a suitable entourage. The solution turned out to be unusual and, most importantly, not knocking out of passage.

The second mechanics – "Puzzles" – this cannot boast. In important plot, the player’s moments are issued fragments of children’s photography. As the heroes connect, as in the case of bubbles, recall the events after her. Them, that is, there are a lot of photos, and at times Puzzles begin to bore. The developers understand this, and regulate the complexity and, as a result, the player’s emotions regulate the complexity. Unlike “bubbles”, the mechanics are not so elegant, but stronger affects the narrative. Viewing photos for the stories of friends creates a feeling of leafing album for a festive dinner. What is ironic: such a scene in the game is present, but only a mini-game is remembered with spilling tea and crossing the black screen at the most interesting place.

City before the start of winter

The right moment to move towards the technical component. From this point of view, the game is not perfect. No, critical or any not noticed serious bugsO. “Remember. "Technically simple, there is nothing to break there. Unless at times in KAT scenes the heroes strive to go through each other. It is another matter that during the passage, a feeling is created that the game has been allocated Too small budget. This is partly confirmed by the fact that Kitszen themselves are few: two or three in all five hours. And the mentioned black screens, I must admit, do not look like an artistic solution, but with banal “plugs”.

The style can be attributed to the same piggy bank of “cheapness”, but it plays on hand Reflective spirit. Visual distortions like crooked windows hint at the unreality of what is happening. The low -polygonality of the autumn city seems to say that the game is one big memory. Or a dream. A limited color palette is sent to the same piggy bank. This technique is found, for example, in FireWatch, but there it works for noticeability.

Breaking

The story of the main plot I picked up to the end. Any word about history threatens to go into critical spoilers. If you disassemble the structure of the plot without binding to events, The game will seem narcically broken. The conflict is tied after more than two hours, which with a total duration means. yes, almost in the middle. Further development goes on as usual, but The climax looks like a kuto. So that it can be missed. Closer to the finale, the plot is thrown by thoughts on the topic of children’s memories and memory as a whole, but does not form a full -fledged statement. And the game all Such.

Here is the time to indicate the main idea that I realized with a short analysis of impressions. “Remember. " does not form a concentrated recoil. In the description of the key topic of the game – memoirs – the word "process" surfaced. It surfaced for a reason. The new ICE-Pick Lodge project is concentrated on movement, not a result. The experience of children’s memoirs of friends or the solution of the problem that has fallen on the town is a process. Unsuitable. The sensations from the finale were, therefore, it turned out to be slightly pleasant: the passage was interesting, but without any influence. You will not begin to remember your childhood after completion. You just take care.

Instead of a full -fledged conclusion that is not required today, I will add important to understanding the remark. The heroes of the game are about 25 years old, which at the beginning of the passage seemed strange. For the story of memories from the past, they are young. I, although I am a peer, like a child’s nostalgia, I still do not succumb to. Perhaps therefore, the game does not act properly. In a few years it can change.

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