[Disclaimer: I received a review key for ROBMEMBOR through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
ROBMEMBOR
Systems: Meta Quest 2/3/Pro
Release Date: September 29, 2023
Publisher: Palindrome VR
Developer: Palindrome VR
Time Spent: 39 Minutes 41 Seconds
First Play Playlist on YouTube
I feel like I should have enjoyed ROBMEMBOR more than I did, and I'm disappointed to say that I didn't enjoy it for several reasons. Although, let's start off with how the game advertises itself.
Navigate the labyrinthine corridors of an elderly woman's mind, whose memories have been broken by Alzheimer's. As the chosen mind-repairer, you will solve puzzles, guided by a witty robot, to piece together the tapestry of her life. Merge technology with empathy to revive beautiful memories from oblivion.
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That there sounds like a great experience. A moderately chill VR video game tackling the topic of Alzheimer's in video game form in a way that doesn't seem to make light of this condition. The game's title is a portmanteau of the words Robot and Remembor, as you help a robot fit back together the memories of a woman with Alzheimer's disease. The in-game narration even describes the process and mechanics as similar to an escape room. On top of that, I have about six years of experience working with people with dementia, Alzheimer's, and in memory care units. I should have liked this game. What ended up turning me off from ROBMEMBOR wasn't anything to do with the content, but the execution of the game itself.
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One of my biggest problems with the game was that the in-game menu and any dialogue text boxes were physically (virtually?) attached to the head of your robot guide. This wouldn't necessarily be a problem if the robot didn't move around in the playable area and wobble its head so damn much. Trying to read the menu screen or text while I was standing still with the screen bobbing about was starting to make me motion sick, something I was not expecting from this game at all. Even the second time I played, for the short amount of time the menu was visible, I felt my stomach churning. Thankfully, you're able to minimize the menu screen, and the dialogue disappears after a short while so it's not visible the entire time, but during the tutorial, as you become accustomed to the controls and what you're supposed to do, it seemed somewhat important.
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My next issue was with the controls themselves. In the game, you're basically playing as two floating hands that serve multiple functions. First, you can pick up and manipulate objects. By pressing the X/A buttons on their respective controller, you can turn on a transparent/duplicate mode where your hand can pass through objects and duplicate any object you pick up in the process, just by picking it up, leaving the original object in its place. The third function is that your hand becomes just an outline, and you can swap colors, in the most rudimentary sense, with the object you're touching. You can also raise both your hands to your head, which will reset the colors of the objects you've altered to their original color.
Now, I'll be the first to admit that in my first time playing, I missed part of the text from the robot about using its head, which I realized while thinking about the game between my first and second time playing. I can't explain, though, is why the game didn't seem to want to accept my solution the first time (in Part 2), but after exiting and redoing the puzzle (again), it did seem to work. I also don't know why the game wouldn't let me place the head back on the pedestal after thinking that one head wasn't where it was supposed to be. That led me to think that there was some kind of glitch, and I needed to either reset the puzzle or just exit out completely.
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That was when I decided to give the freeplay/playground mode a try, but that ended up with its own issues. To me, there was just too much free rein and not enough direction, but I guess that's kind of the point of a playground. It really just felt like I could spawn any of the objects from the catalogue and then change their color if I wanted. I did find out that I could change the environment, but that seemed to have an unintended consequence on the other objects in the room, like the table and the robot, not taking into account the rocky terrain of the moon/tree landscape. So I went back to the tutorial level.
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This time around, I again couldn't tell you what I did differently from the previous attempt, but whatever it was was an acceptable solution, and so I was (finally) taken to the first chapter in the story mode. I admit that I probably didn't give this first chapter a fair shake in terms of really exploring the room and trying to actually figure out how to solve whatever the puzzle(s) were. I genuinely thought that the layout of the room was odd and not initially clear on what it was that needed to be done. Likely something to do with the figurines and the pedestals. And I probably could have tried to connect the dots. And done something with the weights and the scale. By this point, though, my left hand seemed like it had glitched beyond repair, as I wasn't able to cycle through the different functions, and eventually the same happened to my right hand. I was also starting to feel more and more nauseous from moving around the environment and the robot's bobbing text box. So I gave up.
I know. That's bad journalism to stop playing a game after fewer than 60 minutes and only just past the tutorial stage, but I felt like I was playing a game that was buggy and making me physically ill due to a design choice. I also wasn't having fun due to the aforementioned issues, something that I felt that I should've been experiencing by this point, especially in a VR game that wasn't in the horror genre. I love the concept of approaching memory loss and Alzheimer's in a video game, and VR does offer the unique experience of the medium, but I just wish that ROBMEMBOR had been a better game than the one I experienced.
~JWfW/JDub/The Faceplantman/Jaconian
In Four Moons the Antlered One Will Go To Rest