Bright Memory: Infinite Review | Xbox Series X|S review
Looking ahead to the Xbox Series X launch | S, Bright Memory has caught the attention of many Xbox fans for its incredibly impressive and stylish visuals, especially since the game was made by a single developer. Well, with a little more time and money from the sales of the predecessor, developer FYQD is back with more in Bright Memory: Infinite, an experience that builds on the foundation laid by the previous effort. But is it really a complete game this time around?
Well, not exactly. While Infinite is undoubtedly a bulkier experience, our playtime only lasted about two hours. Runtime isn’t everything, of course, but most first-person shooters last a little over a few hours, and we would have liked to see the world expand a bit to incorporate a little more of variety.
The core of what’s included here, however, is fun, to say the least. Shooting is incredibly crisp on almost any weapon type, with that arcadey CoD-like “feel” that so many console shooters have sought over the years. It may lack the gunplay depth of new post-Modern Warfare CoD games, but if you’re looking for a fast and smooth FPS experience, Bright Memory: Infinite nails it.
Melee combat is also a fairly central feature in Infinite, though again, it lacks depth. Cutting and throwing blades is handy in a snap, and the way the hits connect is really satisfying. Again, everything is fine with responsive weapon and player controls, but even with some kind of skill tree including weapon and ability upgrades, things feel pretty superficial.
Most of these abilities lean into “advanced movement”; much like the way Titanfall or CoD: Advanced Warfare work. In short, you’re wearing an “exo suit” that allows mid-air dashes, double jumps, grapples, everything in between. These are useful during the game’s various boss fights, as well as being regularly used for the game’s platforming scenarios, scattered between battle arenas.
If you come to Bright Memory: Infinite for the story, you might as well turn around and close the door on the way out. There’s some context to the walkthrough – you’re in the middle of a freak weather incident that’s being observed by an opposing force that you’re just taking out – but that doesn’t really make sense after all. There’s no real character development or overarching storylines, though the idea of Bright Memory: Infinite’s narrative feels like it has the potential to be built on.
One last thing we’ll cover is the technical aspects of the game. Straight up, this game looks gorgeous, with great lighting, nice weather effects, and an overall level of visuals and performance that a AAA studio would be proud of. There are three modes featured on Xbox Series X (where we played the game); a 4K mode, a ray tracing mode and a 120Hz mode. We pretty much stuck to ray tracing mode, as the texture and material work really popped with the feature turned on.
Overall, what’s here in Bright Memory Infinite is impressive, and the shooting is super smooth throughout. However, even though the first Bright Memory was classified as some kind of demo, Infinite still looks like an Xbox Series X | S, all things considered. It’s still incredibly short at just two hours, and the story, systems, and game world need more work to make it feel like a full game. We’re digging what’s here, no doubt, but we were hoping Bright Memory Infinite would feel more like a full game than it actually does.