Right. But the message and the delivery is different. From what I've seen of Watch Dogs it's more about exploring how weaknesses in computer systems and hackers can affect us in the future.
Remember Me prefers to explore the human side of that. Consider a given memory you have, and all the senses and emotions that come with that. That memory shapes who you are as a person. Now imagine that someone comes in and re-shapes that memory; how does that change you, and the people around you?
That's why I started the conference yesterday by telling a very personal story about how I got together with my girlfriend. That's not an obvious thing to think of doing when you're writing your script perhaps, but how better to show the power of a memory?
Remember Me's art design is an eye-catching blend of influences. How difficult is to begin crafting a vision of the future from scratch? Classics such as Blade Runner have cast a long shadow over the last 30 years..
True, but influence looms large over every aspect of a game - from gameplay to art to story telling. There's a saying in French, I don't know if you have it in English - it says 'we are but dwarfs sitting on the shoulder of giants'...
Yeah, we have that. It's the title of an Oasis album, actually.
Really? Now that makes me wonder if one of my modern history teachers at university was an Oasis fan. Getting back to your question, we have some very experienced and high-profile artists at the studio - the art director for example is Aleksi Briclot, who worked on Magic the Gathering.
Between them, our art team definitely have a lot of influences but we wanted something unique and that's why we decided to base the game in Paris; bringing back a European setting with architecture that's larger than life and people can relate to, but also one that has scope for expansion. Perhaps some of those comparisons have come because we've shown off a gameplay segment where it's dark and raining, but we're confident that some of the other settings will draw completely different emotions.
As a fan of the point and click adventures of yore, I'm really inspired by the possibilities in the memory remix sections. Are there multiple solutions to each puzzle? Can you alter the path of the storyline with your actions?
There's only one possible outcome and one solution to each puzzle, but it's worth keeping in mind that what you saw was a very simple concept illustration. when you sit down and play the game for real you'll find that the puzzles are far more complex and will require you to analyse the scene throughly before making a move. In the demo there are only six or seven points of interaction and later puzzles will have lots more, but that's still more than enough to lead the player down the wrong path. I think it's a lot of fun and really easy to understand once you get into it.
Finally, how would you like Remember Me to be remembered?
You know, I'd like it to be remembered as a game that said 'you can have a strong female lead in a sci-fi action adventure game, and it be successful'. I'd really love to see that, because you wouldn't believe how many times I've been told that it isn't possible! Fortunately Capcom believe in it and so do we. We cast a female lead because it makes perfect sense for the themes we want to explore; it's a game about intimacy and emotions rather than physical augmentation and big muscles and Nilin embodies those qualities - and that's what Remember Me is all about.