Bonds can form at the most volatile
times. The little boy and girl in 2D adventure puzzler My Memory of Us
are an example of this, as they’re focussed on adventure and play, while
the harsh reality of their monochromatic surroundings begins to fill
with splashes of crimson that divide the locals into two groups. You
don’t expect games that are heavily based on The Holocaust to depict
more hope than atrocity, but that’s what developer Juggler Games has
chosen to do with this, crafting a fairytale about friendship rather
than a nightmarish re-telling of what is arguably history’s greatest
horror.
Each chapter of this cartoon-stylised tale begins with a charming
sequence narrated by the great Patrick Stewart. With a suitably gentle
delivery, his reading evokes feelings of a bedtime story with an
impossibly sweet message: The Evil King and his steampunk robot army are
here to take over, segregating by colouring the inferior with a
Schindler’s List red, but these kids will fight for each other until the
bitter end, refusing to be separated by the nazi stand-ins. The
barbarity of war takes a backseat to the innocence of childhood; MMoU
walks the saccharine fine line quite well, often falling down more on
the niceness of a couple of kids who just want to play, without going
too overboard.
I feel like the studio might have wanted to *say more* because you
discover some completely avoidable collectibles dotted about that will
educate on some Polish notables of the Second World War. It’s a
difficult one: a lot of the characters within are based on actual
figures from World War II, but the trials they face here are presented
in the form of an endearing animated short from Disney’s Pre-Golden Age.
This dichotomy initially jars, but soon subsides as terrors of war play
second fiddle to a lovely, simple story of companionship. With
Stewart’s expert oration, it’s quite easy to get lost in this uplifting
narrative and take it for what it is: an account of optimism.
Each level sees you picking up items of interest for characters in
exchange for passage, as well as solving puzzles by grabbing that
doohickey and taking it over here, or dragging that thingamabob over
there – usual adventure game fare, and logical enough. Each child has
abilities that cater for different occasions: the boy is good at
sneaking and can hide in a variety of nooks, while the girl is stronger
and able to run much faster than her pal. You can switch between both at
any time, controlling them independently of the other, or linking them
together by holding hands. The leading child’s ability becomes the
dominant one, and that connection is only broken when their teeny-tiny
mitts unclasp. It’s a nice idea, showing how working together is the
best course of action, but in execution, it’s fiddly and frustrating.
Most of the time it’s difficult to tell if the kids have actually agreed
to lock palms after your input, and in particular circumstances where
it’s vital to act fast, it’s not exactly ideal. This is where that
pleasant feeling you had a moment ago is lost in favour of irritation.
While the
grab-this-thing-and-bring-it-to-this-person-to-open-that-door puzzles
seldom smash your brain into bits, there are things like door unlock
codes that test your perceptive powers, requiring you to go the extra
mile to notice certain things in the environment, and some mini games
that do similar, breaking up the action. These little distractions
rarely repeat, too, posing a relatively exciting new challenge every
time one is introduced. Once you’ve worked out the first dice clock,
you’ll be able to work out all future dice clocks, but hey, at least
they’re different to the dancing rhythm game and the Pipe Mania
bamboozlers.
Creating a game based on The Holocaust and deciding to make it the
backdrop to your story rather than the focus is a bold move, but one
that pays off more than it doesn’t in My Memory of Us. Granted, the
mechanical soldiers flirt with the absurd, which grates with the tone at
times, but that’s always followed by tender moments of compassion
between the two besties. The duo’s reluctance to always follow your
orders is annoying and quickly makes you go from ‘awww’ to ‘argh’, but
cumbersome kids don’t stop this from being a sweet take on the
unbreakable bond.
Developer: Juggler Games
Publisher: IMGN.PRO Available on: PC [reviewed on], PlayStation 4, Xbox One, Nintendo Switch Release date: October 9, 2018
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