![]() ![]() Rajagiri opened my eyes to the realities of human life I was ignorant of. I was hesitant to join Rajagiri due to my bias that being in Kerala wouldn’t provide exposure to the larger world, but the exposure I received here with regard to organizational visits, concurrent fieldwork, summer placement, club activities, conferences and the world within library, was more than I could’ve ever hoped for. Even though Social Work wasn’t my interest initially, it became my passion after going through the social work training I received here. It was OK, but it really needs to find a better spot than just to be teleported to the arena.As a human being, I believe that the core of man’s spirit comes from new experiences, and to have got the opportunity to do Bachelor of Social Work at Rajagiri College of Social Sciences has been truly fulfilling to my spirit. This is such a weird sequence that stands out like a sore thumb. This whole sequence only feels like it was added because the developer, FYQD, really likes Demon Souls and Dark Souls, without figuring out how to fit it in the game properly. Naturally, that knight carried a huge sword and was honestly the hardest of the two bosses in the game. Then after interacting with the bonfire, you get teleported to an open battlefield to fight a person in full armor. There’s been many different Easter eggs referring to the Japanese series Demon Souls and Dark Souls, but I don’t think I’ve ever seen one that feels like it was copied and pasted into the game. At one point you can interact with a sword in a fire and… get a message saying “Bonfire Lit”. There is just a blatant ripoff though about half way through. These are tied strictly to the mechanics. I mentioned above that this game loves to pay homage to other popular games like Doom and Devil May Cry. ![]() Death can happen quickly, and when even your dash has a cooldown and doesn’t always work, you need indicators for what your other abilities can be used. When you NEED to focus on where your enemies are and trying to clear waves, the last thing you should do is look at the bottom left corner to see what exactly you can do to save yourself. Every single ability has a charge-up, a long action, and then an even longer cooldown with little to no indication that they are active again. This is the biggest failure of Bright Memory. When you have enemies that just will not stop attacking you unless they are dead, you hope that all your mechanics match that pace so you can stay in the action. When you fight enemies, they are relentless. Even then, they are introduced outside of combat. The only ones that have an actual tutorial are the air blast, sword, and grappling hook. There are a lot of options and most of those abilities are just thrown at you right after the first 2 minute intro sequence with little to no explanation as to what they can do. ![]() Other abilities include the power blast enemies with an air punch, freeze enemies in place by stopping time, a sword that turns the game into a hack-and-slash for about 10 seconds, throwing enemies in the air, grappling to them, electrocution, a bubble for a quick reprieve, and tossing enemies in the air with what’s akin to a ground pound. Doom has mastered the weapon switching to a capital T, and again this feels like it’s trying so hard to be as fast paced as Doom without having those nuances down pat. Thankfully there is a plethora of ammunition you have available, however during certain boss fights, you can run out very quickly and immediately notice the wall that you hit. Body shots feel like they do nothing and even headshots require at least ten hits to take something down. This would be ok if body shots meant anything, but honestly, the only way to keep up with the wave after wave of enemies is to land headshots. At one moment, I had shot after shot on an enemy’s head while other times it felt all over the place with missed shot after missed shot. The aim feels OK at best, but it doesn’t feel as fluid as many other games on the market. Other than that, it felt like a pea shooter compared to everything else. The pistol I only used during the intro sequence when I explicitly had to use it. I ended up using the assault rifle the most, and only really using the shotgun when the AR ran out of ammo. There is limited ammo but there is little to no way of knowing that you picked up more as you’re playing except by switching to that gun. Each can be switched at any time but the options are cycled through. To break down the mechanics, your primary source of damage is one of the three guns that you have throughout the game an assault rifle, a shotgun, and a handgun. Most of all, the gameplay really feels like it hopes to be as fast paced as Doom first and foremost. Bright Memory loves to play homage to other very popular games with its mechanics. ![]()
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