The game puts players in the role of Nilin, a “memory hunter” who must traverse the Parisian streets in order to rediscover her own amnesiac past. It's a third-person adventure that appears to blend elements of similar games like Assassin’s Creed or the more recent Batman titles, letting you climb walls and engage in combo-based combat (you can get an early feel of how the game plays from our friends at Polygon). When it came to building the world the game is set in, Dontnod formed a team of eight "narrative creators" — including studio co-founder and noted French sci-fi author Alain Damasio — to not only flesh out the game's backstory, but also determine more fundamental things, like the kind of food people will eat in the city 70 years from now. The art team then took that information and used it as a reference for the world building. Of course they also did their own research, which involved, among other things, heading outside the office and taking thousands of pictures of Parisian architecture.

"Every single place and prop in the game is rooted in 2013 Paris."

"Everything we designed, we rooted in contemporary life so that the player could relate to it," says Moris. "And then we extrapolated and unleashed the crazy stuff." So amongst the flashing high tech gizmos, flying vehicles, and towering skyscrapers, you'll be able to spot familiar landmarks like the Eiffel tower or the Basilica of the Sacré Cœur. Remember Me's version of Paris is a more cosmopolitan take on the city — residents mainly speak English, for instance — but it's all based on the modern day. "On top of our well-known landmarks and contemporary, Haussmannian architecture, you will be able to walk past our bakeries, cafés and fashion shops," Moris explains. "Every single place and prop in the game is rooted in 2013 Paris."

One of the things that helps set the game apart from other cyberpunk adventures visually is that, unlike the dark, gritty worlds of Blade Runner or Cyberpunk 2077, Remember Me isn't afraid to show its lighter side. There are missions set on bright, sunny days, and this variety was key to helping make the world feel more realistic. "It was very important to us to have variety in the places, times of the day, and weather types that we offer," says art director Aleksi Briclot. "The player will never experience the same level mood twice in the game. Although we do tick the 'dark and rainy' box in one of our levels, there is much more to discover in Remember Me.”