Key art for Bright Memory: Infinite

Game review

Bright Memory: Infinite

6.5 / 10

Developer
FYQD-Studio
Publisher
FYQD-Studio, PLAYISM
Released
11 November 2021
Platforms
Windows
Genre
Action FPS
Monetisation
Paid, one-time purchase, with separate paid cosmetic DLC outfits.
Players
Single-player only.

The short version

Bright Memory: Infinite blends gunplay, melee combat, and acrobatic mobility into fast, chaotic combo sequences, and its Very Positive rating across nearly 4,800 reviews reflects genuine, widespread astonishment that a game this visually accomplished came largely from one developer. What holds this review back is an extremely consistent complaint that the roughly two-hour campaign feels closer to a proof-of-concept tech demo than a full-priced game, compounded by a well-corroborated complaint that the story is incoherent and poorly paced.

Biggest strengths

  • Genuinely stunning visuals and satisfying, chaotic combo-based combat blending gunplay, melee, and acrobatic mobility, consistently praised even by reviewers who are otherwise critical of the game's length.
  • A remarkable technical achievement for what began as a project from a single developer, later supported by a small team, that reviewers consistently credit as astonishing given its scale.
  • Genuinely sustained, technically ambitious multi-year post-launch support confirmed directly against the developer's own update history, including DLSS 3 support, console ports, and Steam Workshop integration.

Biggest weaknesses

  • An extremely consistent complaint describes the campaign as extremely short, with most reviewers reporting completion in around two hours, leading many to describe the game as feeling like a tech demo rather than a full-priced release.
  • A well-corroborated complaint describes the story as incoherent, with several reviewers reporting they had no clear sense of the plot, characters, or stakes even after finishing the game.
  • A consistent complaint reports repetitive enemy variety and padded traversal sections, including forced grappling-hook stretches several reviewers feel exist to extend length rather than serve genuine level design.

Who it's for: Action FPS fans specifically drawn to fast, acrobatic combat and impressive visuals who accept a very short runtime as the trade-off; wait for a sale given how consistently reviewers flag the length-to-price ratio as the game's central problem.

Our recommendation: A genuinely impressive technical showcase and fun combat sandbox that's simply too short for its price; buy on a discount and treat it as a tightly focused action experience rather than a full game.

6.5 / 10

A genuinely astonishing technical and visual achievement

Bright Memory: Infinite earns remarkable, near-universal praise across this review base for its presentation and combat feel, a fact made more striking given its development history. "It boasts some impressive positives, including stunning graphics for a game primarily made by one person," reads one review that otherwise raises real reservations. This review credits that achievement as genuine: the game's visual fidelity and fast, acrobatic combo system blending shooting, melee, and mobility represent a real technical accomplishment, and reviewers across this entire sample consistently single it out as a highlight independent of their broader complaints.

An extremely consistent complaint about runtime

What dominates the critical portion of this review base overwhelmingly is a specific complaint about how little content that impressive combat system is attached to. "The entire game takes two hours to clear. The gameplay is passably fun, but shallow and uninteresting," reads one review, and another frames the concern even more pointedly: "This is very hard to rate, because the game itself is really fun... The problem: it is WAY too short." Checking a broad sample of negative reviews, this exact complaint — that a roughly two-hour campaign at a full price point feels closer to a tech demo or proof of concept than a complete game — recurs with extraordinary consistency, making it by far the single most repeated theme in this review base, well ahead of any other complaint.

A well-corroborated complaint about an incoherent story

A separate, closely related complaint concerns narrative clarity. "The plot is almost non-existant," reads one review, and another elaborates on the specific confusion: "The story makes exactly 0 sense. Who is Shelia, what is the weird group she's part of," and other basic narrative questions go unanswered even by the credits. This review treats the complaint as fair: reviewers consistently report being dropped into action sequences with minimal context or explanation, a pacing choice that compounds the short-runtime complaint by leaving little room for the story to develop meaningfully within the time available.

A consistent complaint about repetitive design and padding

A further complaint concerns specific design choices within that short runtime. "Level design is very lacking. forced to use a grappling hook to traverse 100m sections of the map bc too lazy to design a flowing level," reads one review, and another notes "Enemy design is boring with hardly any variation, the bosses are boring" as well. This review treats the complaint as fair: reviewers consistently distinguish between enjoying the core combat mechanics in isolation and feeling that the level and enemy design surrounding them doesn't fully use the short time available, leaning on repetition and padding rather than variety.

A smaller complaint about cosmetic monetisation

A smaller but consistently noted complaint concerns separately sold cosmetic content. "The Waifu Tax is high," reads one terse review, referring to paid outfit DLC sold alongside an already short, full-priced game. This review treats the complaint as fair and worth flagging: reviewers consistently note this additional monetisation layer sits awkwardly against complaints about the base game's length and value already being a central concern.

Genuinely sustained, technically ambitious support

This review checked FYQD-Studio's own update history directly and found real, substantial ongoing investment rare for a game of this scale: DLSS 3 support was added for RTX 40-series graphics cards in October 2022, console ports followed on PS5, Xbox Series X/S, and Switch through mid-2022, and Steam Workshop support was confirmed in late 2023. Notably, this review also confirmed a direct instance of responsiveness to player feedback: a perspective-assist third-person mode was added in January 2023, directly addressing an earlier, widely repeated complaint about the originally announced third-person option not functioning as expected. That's genuine, verifiable evidence of a small team continuing to invest heavily in a project years after its initial short-campaign complaints were first raised.

Specific control complaints beyond the broader design issues

A further, more granular complaint concerns input configuration. "Can't rebind certain keys and dodging is permanently bound to double-tapping a key, which often results in accidental dodges," reads one review, drawing a specific comparison to a similar, eventually-patched issue in a much larger release. This review treats the complaint as fair and specific: limited rebinding options and an input scheme prone to accidental triggers are a real usability gap distinct from the broader level-design and story complaints above, and worth flagging directly for players sensitive to precise input control in fast-paced action games.

Crashes reported around a specific late-game sequence

A further, more serious complaint concerns stability at a specific point in the campaign. "This game is only two hours long, and it wouldn't have taken that long to beat if it didn't crash," reads one review, and a separate reviewer names the exact trouble spot: "the game will immediately crash after the loading screen" around a vehicle combat segment specifically. This review treats the complaint as a distinct, more serious category from general design criticism: repeated crashes at a specific, named point in the campaign point to a concrete technical issue rather than a matter of taste, and worth flagging directly given how specifically it's described by more than one reviewer.

Final verdict

Bright Memory: Infinite is a genuinely impressive technical and combat showcase that this review credits without reservation, especially given its remarkable development scale. What keeps the score moderate is an extremely consistent complaint that its roughly two-hour campaign feels more like a tech demo than a full game at its price point, compounded by a well-corroborated complaint about an incoherent story and repetitive design choices used to pad that short runtime. This is worth buying on a discount as a tightly focused, visually stunning action experience, rather than expecting the depth or length of a full-priced campaign.

Pros and cons

Pros

  • Genuinely stunning visuals and satisfying, chaotic combo-based combat blending gunplay, melee, and acrobatic mobility, consistently praised even by reviewers who are otherwise critical of the game's length.
  • A remarkable technical achievement for what began as a project from a single developer, later supported by a small team, that reviewers consistently credit as astonishing given its scale.
  • Genuinely sustained, technically ambitious multi-year post-launch support confirmed directly against the developer's own update history, including DLSS 3 support, console ports, and Steam Workshop integration.
  • A demonstrated pattern of responding to player feedback, including a perspective-assist third-person mode added in January 2023 directly addressing an earlier, widely repeated request.

Cons

  • An extremely consistent complaint describes the campaign as extremely short, with most reviewers reporting completion in around two hours, leading many to describe the game as feeling like a tech demo rather than a full-priced release.
  • A well-corroborated complaint describes the story as incoherent, with several reviewers reporting they had no clear sense of the plot, characters, or stakes even after finishing the game.
  • A consistent complaint reports repetitive enemy variety and padded traversal sections, including forced grappling-hook stretches several reviewers feel exist to extend length rather than serve genuine level design.
  • A smaller but specific complaint concerns separately sold cosmetic outfit DLC, which some reviewers criticise as poor value addition to an already short, full-priced game.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 4 / 10
  • Performance 6.5 / 10
  • Value 4.5 / 10
  • Originality 6 / 10
  • Replayability 4.5 / 10