A girl, a ghost, and a lake: Another Code: Recollection Review
Another Code: Recollection is a compilation of Another Code: Two Memories (localized as Trace Memory) and its sequel Another Code: R–A Journey into Lost Memories (never before released in the US). I’ve always been curious about this pair, but other than a brief stay at Hotel Dusk, my only experience with developer Cing’s back catalog is exclusively through YouTube video essays (Hikikomori Media’s channel, especially). If you don’t care about spoilers, I would recommend checking out his thoughts on the franchise, how it came to be, and his deep dive into the changes that were made when remaking these titles for this bundle earlier this year. If you’re like me and prefer going into a game as blind as possible, stick around. The purpose of this piece is to serve as a broad look at what this collection includes and what it excels at. This is my first trip with Ashley, and as such, I can’t compare them to their source material unless Nintendo starts to drop DS and Wii games on their subscription service (do it Nintendo, I’m daring you). Ultimately, without the added context and the foreknowledge that I’m missing out on stamping puzzles by snapping my DS into sleep mode, this still feels like another win for giving us new ways to play old (or forgotten) games.
If you couldn’t guess from the titles, both games are centered on amnesia–which is becoming a theme in these reviews. I’m not complaining, it doesn’t feel like a lazy excuse here. The plot is centered on it and they do a solid job establishing memory loss as anything but convenient. In Two Memories, on the eve of her fourteenth birthday, Ashley Mizuki Robbins is called to a cursed estate on Blood Edward Island (or “Bledward” if you prefer) by her father who she believed to be dead for most of her life. Soon after she arrives, she’s separated from her guardian and meets the ghost of a young boy named “D” who also only has a patchy recollection of who he was. Together they read documents, solve puzzles, and gradually fill the gaps in their family histories.
Through the character of Ashley the developers managed to pull off the near impossible–a teenage protagonist that isn’t obnoxious. She has just enough angst that I found most of her reactions believable but never once rolled my eyes. She’s genuine, and doesn’t constantly deflect with quippy sarcasm. I like her a lot and I’m already lamenting that we’ll most likely never get a third adventure together. The voice acting is decent but isn’t going to win any awards (you have the option to switch to the Japanese audio or turn it off entirely). I only felt one character and a handful of line deliveries across both games could have used more smoothing in the studio. I can’t overstate how crucial it is to have competent performances in a game where advancing the plot is so dependent on conversations. The environments are also sprinkled with various knickknacks and objects to examine. Disappointingly, these observations rarely amount to more than commenting on the colors of flowers in a vase or how dusty everything is. Ashley obviously has a personality, this would have been the perfect place to show it off more.
The sequel replaces the stuffy mansion with the small town of Lake Juliet, and if you play these back-to-back (which you’re going to whether you like it or not because the game literally drops you at a bus stop post-credits), you have to admit, it feels good to stretch your legs. That freedom here is, unfortunately, mostly an illusion. You’re still guided from objective to objective and straying ten feet in the wrong direction will result in a dialogue box correcting your course. Even so, after the caverns and underground labs, it was nice to see the sky.
A Journey into Lost Memories begins as an awkward camping trip but quickly snowballs into a fresh set of trauma blocks to work through. You experience more flashes of your deceased mother–but why would she bring you here? Overall, I found the sequel more compelling because of the extended cast of characters. The plot also does a better job of setting up story threads from the beginning and consistently weaves them together to show the connections that lurk just below the lake’s polluted surface in this deceptively sleepy community. It’s a shame that some of the conclusions are rushed and, even worse, resolved offscreen. It would have been nice to witness these reunions and benefit from these catharses considering I was doing all the work.
With only a couple exceptions, the puzzles in both adventures are compartmentalized. This isn’t a point and click adventure from the nineties where you’ll be rubbing every item on every trigger hoping to stumble upon a Rosetta Stone to the developer’s thought process. If you’re ever stuck, chances are the solution is in the room with you. A few other trials and tribulations function more like mini games. While variety is almost always a good thing, these are overly dependent on motion controls. It’s a bad sign if at any point during your game I shout, “this would be easier in real life.” The sequel also adds timed button presses to unlock doors. This sounds simple, and boy howdy, I wish it was. Prepare to screw up repeatedly (you rotated a control stick the wrong way, that prompt was actually a hold, your tilt was just a little bit off) and hate yourself for it every time. There’s no permanent penalty for failure, but after being forced to retry the same “simple” task three times, I sure felt like one.
Both games included in this collection have an attractive, clean, cel-shaded look. The Switch handles it well but it’s not being asked to do much (not that I ever expected the remake of a DS point and click puzzler to be a showcase of particle effects and ray tracing). More importantly, it runs flawlessly in handheld mode. It makes for a cozy experience, wedged in a pillow nest, with a mug of hot chocolate at the ready (or cold brew until the weather cooperates). Just try to ignore the Nintendo 64 textures that are occasionally painted on the distant hills.
The collection can be completed in around 15 hours and I found finishing a chapter a night as a wind down ritual before bed was the perfect pace for me. Even when the story gets dark (but nothing explored here pushes the “Teen” rating) few things can compete with the intrigue of a good mystery. I hope that publishers take more chances on this sort of endeavor in the future. It’s kind of become a battle cry for me and I’ll never shut up about it (and the announcement of a Lunar collection earlier this week has only emboldened me in this regard): Keep giving us new ways to play old games.
Correction: It’ll be my battle cry and I’ll keep shouting about it AT LEAST until we get official releases of Mother 3 and Rocket Slime 2.