Bright Memory: Infinite

“A dazzling, four-hour power fantasy from a one-person studio whose exo-suit combat and technical spectacle outrun its crash bug, shallow progression and a story that never explains its own black hole.”

An SRO agent is sent to investigate abnormal weather and a literal black hole over a Chinese rural landscape, tangling with a rogue military faction and a multi-armed emperor who wants to pour the primordial flood from the black hole to remake the world. The narrative is thin connective tissue for spectacle, and the atmosphere is carried by gorgeous storm-lit vistas, lightning storms, floating rocks and quantum-temple aesthetics rather than writing. The black hole is never explained, the protagonist is a different person from the first game with no in-fiction reason, and the finale ends on an it-was-all-a-dream fake-out that undermines the story’s one emotional beat. The story is nonsense by design. The spectacle is the point, and it knows it.

The exo-arm power fantasy is the game’s coolest feature repeatedly over: bullet-reflecting, grapple-pulls, rocket punches, EMP launches that send foes skyward for juggles, and the blitz-slash that makes enemies explode. The combat sandbox is brisk and dense, with four distinct weapons including an absurd automatic pistol, sword melee that changes how encounters flow, and slick movement with sliding and wall-sprinting that recalls the best traversal in the genre. The finale is wall-to-wall high-octane action that never lets up. Boss fights escalate from an armoured emperor through a three-headed giant king to a six-armed final emperor. Reflecting bullets back at enemies is simply satisfying every single time.

The one-person studio achievement remains the frame around everything. Ray tracing, detailed character models and set pieces of this quality from a single developer is a genuine technical wonder, and it looks incredible throughout. The fusion of parry-and-deflect design, Titanfall-style movement and character-action flair into a first-person game is the identity. A driving section with a Batmobile-like car and a post-credits nod round out the showcase. The shimmering demo-reel quality is a complete game rather than a tech demo, which is the achievement.

The crash bug is the defining annoyance: twice the game hard-crashed, both times when opening the skill or reliquary menu, costing progress and forcing cautious play around the upgrade system for the rest of the run. The unbalanced blitz-slash trivialises combat, granting invincibility during the charge, insta-killing regular enemies and shredding bosses, and it becomes the instant-kill cheat code of choice. Weapon customisation is shallow, with skins but no meaningful gun upgrades, and the relic-to-reliquary conversion system never converts at the promised threshold, simply accumulating instead. Clunky spot-stealth outposts are tolerated rather than enjoyed. Crouch feedback is nearly invisible, and slow-mo transitions out of scopes look jerky.

Roughly four hours covers the campaign in a single sitting, and the action is dialled to eleven compared with the original. The stealth system is not terrible, and its modesty is a mercy in a game this fast. The skill tree upgrades the exo powers meaningfully when the menu can be opened safely. The spectacle justifies the friction for anyone who values game-feel over depth. The power fantasy is the product, and the product delivers.

The emperor’s primordial-flood ambition gives the spectacle a mythic register the dialogue never earns, and Wuke’s apparent loss is the one emotional beat before the dream fake-out deflates it. Special ammo alt-fires give each gun a second life, and the exo skill tree upgrades meaningfully when the menu can be opened without fear. The stealth outposts’ modesty is a mercy in a game this fast, and the driving section’s Batmobile-like car is a fun detour. The pacing never stalls across the four hours. The demo-reel energy is complete rather than hollow.

Overall, a dazzling, dumb, four-hour power fantasy from a one-man studio whose bullet-reflecting exo combat, slick traversal and technical spectacle make it incredible fun, criminally unstable and utterly unbothered by its own plot. Two hard crashes tied to the skill menu, an overpowered blitz-slash, shallow weapon customisation and a story that never explains its black hole are honest costs, and the game-feel earns the recommendation regardless.