Yes, that Golem is wearing Lion-O's gauntlet... |
The other interesting part of the story is how Sadja’s time is filled with dragons, demons, magic, golems, elementals, floating castles and giant spiders, whereas in Geron’s time those things have fallen into history, myth or fairytale. They appear but are far less common, and aside from a few apprentice mages in the local school any actual fantasy elements are feared and hunted by the local townsfolk. This contrast between the two ages is cleverly played up and actually becomes a major plot element, and is really cool. Unfortunately for poor Geron that does mean that Sadja’s time is by far the more interesting, although when the demon starts showing up in the otherwise boring Andergast it makes it all the more shocking. And entertaining.
In terms of storytelling Memoria is honestly Daedalic’s strongest title yet. While Night of the Rabbit is the superior adventure overall that does suffer from plot overload in the final act, whereas despite being a sequel Memoria tells a compelling tale with two concurrent plots that weave together excellently. There’s no exposition overload, you’re often left to make your own conclusions, and the twists come at just the right moments. It’s an expertly crafted tale, with a perfect beginning, middle, and end, it never feels drawn out, and is just very well written. All this is extraordinarily hard to do with a novel done by a single writer, let alone a game made by dozens of people. If you like playing games for the story you’ll be very happy with Memoria.
The Boy and his Bird. |
Other trial-and-error bits aren’t so bad but still weren’t very interesting to me, like scouting a wood at night or raising and lowering floating towers. They’re not bad but I felt less like I was solving them and more like I was just playing about until I chose the right combination. That’s only about 10% of the puzzles in the game though and the only really bad one (the forest bit I mentioned above) can be skipped, so luckily the rest are all good fun and satisfying to solve. They’re also made infinitely more interesting by the spells Geron and Sadja have access to, such as Petrify/Depetrify, Build/Destroy, and the brilliant Send Vision (with a personal item from someone you can send a three-pronged vision to them). These are all used in interesting ways over the course of the game and are integrated into the puzzles really well.
Memoria’s look is nicely gritty and believable in the hand-painted Curse of Monkey Island style that Daedalic often do well at, although it must be said that a few places are rather lacking in imagination. Locations are believable which was obviously the intention, Andergast, Drakonia etc could all be real places, but even the most fantastic creations like the floating city are just begging for the designers to go crazy and it doesn’t happen. It’s nice to look at but for a fantasy game Memoria isn’t heavy on the fantasy. Many players might prefer that, whereas others may wonder ‘what’s the point of making it fantasy if it’s exactly like reality’. I’m of the latter camp, but I also love Game of Thrones for being realistic so go figure.
This can be a really beautiful game. |
Memoria is an excellent follow-up to Chains of Satinav, and you don’t need to have played that game to get what’s going on here. The majority of the puzzles are challenging and fun, magic is well implemented, and the story is the most perfectly told of any Daedalic adventure. You’ll keep playing to the end to find out how things go, and the fate of Sadja in particular was compelling enough to keep me hooked. There are a couple of off bits such as the terrible misty forest section that should’ve been cut, but otherwise Daedalic have another very good adventure out for 2013. They get any better and they’ll be threatening LucasArts and Sierra for the title of greatest adventure game developer ever.
The satisfying pay-off when Sadja escapes from Malakkar’s tomb by having a giant golem wrench the entire door off.
MEMORIA VERDICT
Memoria is an excellent follow-up to Chains of Satinav, and you don’t need to have played that game to get what’s going on here. The majority of the puzzles are challenging and fun, magic is well implemented, and the story is the most perfectly told of any Daedalic adventure. You’ll keep playing to the end to find out how things go, and the fate of Sadja in particular was compelling enough to keep me hooked. There are a couple of off bits such as the terrible misty forest section that should’ve been cut, but otherwise Daedalic have another very good adventure out for 2013. They get any better and they’ll be threatening LucasArts and Sierra for the title of greatest adventure game developer ever.
TOP GAME MOMENT
The satisfying pay-off when Sadja escapes from Malakkar’s tomb by having a giant golem wrench the entire door off.