
| System: Xbox 360, PS3 | ![]() |
| Dev: Dontnod Entertainment | |
| Pub: Capcom | |
| Release: May 2013 | |
| Players: 1 | |
| Screen Resolution: 480p-1080p |
You can have four active combos at once, but as the game goes on they will get longer and longer, growing from two or three hits to huge ten-hit affairs. Multiple combos can also start from the same button input, allowing you to develop branching combo trees if you like.

There are a couple of concerns about this combo system though. For example, if chain attacks simply double the attack that came before it, wouldn't the most effective combo be one power, cooldown, or regen attack with 9 chain attacks slotted to it? Each chain attack should make that one move grow exponentially in power, and that would allow you to have three combos, each covering power, regen, and cooldown, with one combo slot left over.
In addition, the fact that you only have four combo slots is also worrying. There are many different enemies in the game that have to be defeated in many different ways using several different styles of attack. If this is the case, then repeatedly going into the combo lab in order to reshuffle around your combos during a heated battle may break up the pacing of the game.
Regardless of these concerns, the combo lab is incredibly innovative. It adds a fresh new level of customizability onto the bland button mashy action game formula that we have come to know and arguably love. Character customization is always a good thing. We will have to see how Remember Me's combat system evolves as the game gets closer to launch.
![]() |
By Angelo M. D'Argenio Contributing Writer Date: September 26, 2012 |
Game Features:

































