


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.
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Following its success and increased visibility, he has since promised to ensure the full and final version of the game will be comprised of fully original or licensed art.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. That said, developer FYQD has admitted to stealing assets from other games, which is especially apparent in earlier builds of Bright Memory. Perhaps even more impressive than the graphical capabilities of Bright Memory: Infinite is that it's being made by a single developer.
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RELATED: The 10 Best Looking PS4 Graphics Of The Decade, Ranked Bright Memory includes indicators for abilities in the lower left-hand corner of the screen, however, so this may not be a feature of the final product. Just two indicators, for ammo held and the amount of ammo per clip, are integrated into the design of the player's gun, allowing the vibrant game world to take up the majority of the display. Early footage of Bright Memory: Infinite pops due to high graphical fidelity and a clean UI that showcases its style across the entirety of the screen.
