![]() ![]() There isn’t a single word uttered by the lead characters. In terms of expectations, the “poem” element the developer promises may not be what you expect. Occasionally, you touch the controller for no more than a second to move forward, and it rarely feels like there’s any ingenuity or excitement during these active moments. Using a combination of an analog stick, a single-button input, and interaction-selective triggers, you’re presented with largely menial exchanges, something only exemplified by how the game’s achievements are given for messing around with the very few interactive elements that aren’t required for story progression. 'A Memoir Blue' hit nice emotional notes, but not too regularly. It’s no less demanding than, say, If Found…–though it also lacks the immersion and narrative punch of this predecessor. Firstly, gameplay is perfunctory at best, and aside from one very short section, you don’t control your character–just items scattered in your mind’s eye. ![]() However, as far as “interactive poems” go, it quite short on both levels. It’s certainly attractive, albeit much simpler than some of its contemporaries its hand-drawn art style is straightforward but no less attractive, and it’s complemented by a wonderful score that hits the notes you need at the right time, even if you’re left waiting for longer than you’d occasionally want to. That’s not to say it isn’t beautiful in its own unique way. ![]() You often find that those moments when you’re expecting a big reveal–or just some major exposition–end up serving you more of the same. The problem is, while the idea and execution is undoubtedly heartfelt, there’s not much of a story there its relatively straightforward tale is spread thinly even though the game barely stretches to an hour and a half. ![]()
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