Bright Memory started as an Early Access game that saw a final release, but it was only the first episode in what needed to be a larger game. The success it found since it became available on Steam made it clear that one-man developer FYQD-Studio had to go bigger and better with Bright Memory: Infinite. While that’s mostly true, Bright Memory: Infinite delivers a satisfying opening and closing to the story it wants to tell, but runs on too truncated of a time table. While you don’t get to spend a lot of time with it, it’s a mile-a-minute game that does a little bit of everything before it’s over. Bright Memory: Infinite is a technical marvel and a wonderful showcase of what’s possible with Unreal and NVIDIA tech, though I wish the actual game took center stage.

Bright Memory first introduced us to the SRO (Supernatural Science Research Organization) and Agent Shelia. Yes, it’s Shelia – not Sheila. The entomology of the spelling and pronunciation of her name means “Heavenly”, if that helps. She and the SRO will have to stop a villain who’s let a black hole start consuming planes, and soon the world. It’s a real world-eater event, and stopping this is the only solution. I’ve become accustomed to games are 50+ hour epics, but I’ve turned a corner on that, wanting shorter games. Lately I’ve found enjoyment with four-to-five hour games instead. With Bright Memory: Infinite though, it’s actually too short. Coming at the length of a comedy, the campaign wraps up just around the 90-minute mark. There’s nothing wrong with the time, but it feels like it could have done and said more. I was even surprised that completing the campaign doesn’t even unlock an Endless Mode. It would make sense considering that “Infinite” is in the title. There’s plenty of moments in the campaign where you face off against waves of enemies, making a whole mode out of that wouldn’t be that out of place.
The primary things you’ll be doing shooting, sliding, and using your sword for attacks and blocks. Along the way, you’ll be doing tricky platforming, driving a vehicle in one sequence, and even staying stealthy as you sneak through an area undetected. Experimenting with different types of gameplay is interesting, but none of them feel like fully-formed ideas. And in those moments, I was ready to get back to the shooting and slicing again. You’ve got your assault rifles, shotguns, automatic pistol, and sniper rifle. All the weapons are wonderfully modeled and are satisfying to use. The game wears its inspirations on it sleeve, and borrows ideas from Bulletstorm to Doom Eternal without it feeling like copying someone’s homework verbatim. There’s some original ideas here, and the fusion of first-person shooting and melee is really fun and feels great all-around. When you start to unlock upgrades and new ammo types, you’re able to get through encounters almost unscathed.




