Past cure ps41/6/2024 The saving grace for Past Cure, the thing that makes it a minuscule notch above the true dirge of PS4 games available, is that many of its issues arise simply because the developer had such high ambition for Past Cure. While it is hard to blame them when every line sounds like an infomercial for the benefits of All-Bran to begin with, it really does not excuse voice acting that ranks so far below the term amateur, it would be embarrassing at an infant school play. Absolutely nobody involved sounds remotely interested or emotionally invested in the lines they’re reading. Even by the expected standard for a small studio title such as this, the acting is horrendous. It would help if the voice acting was even a little bit decent. If there was any hope it’d all tie up nicely by the time the game’s finale rolls around, you’d be sorely disappointed. It’s not terrible, it’s incomprehensible. There’s little coherence, and every conversation sounds like over-saturated narration, even when two characters are supposed to be talking to one another. Much like the game itself, the story feels like it was stapled together from several rejected scripts for several different films. Past Cure’s failure to stick to one thing is its ultimate downfall. The story? Oh well the story is…to put it kindly, nonsense. If being told to ‘go here, press this’ is something you might find especially puzzling, then Past Cure is a mind-blower. The game claims to have puzzles, but these are only truly taxing if you are in fact not a human being, but a house brick that found itself plopped in front of the telly. Slo-mo is just utterly, utterly pointless, as you’re never in enough danger to warrant using it, and it hasn’t an ounce of ‘cool’ to it if and when you do decide to use it. Most of the ‘interference’ is banal, and mind-jacking occurs twice in poorly-scripted sections. Of course, its implementation is cack-handed. it's used to mess with electronics and invade characters' minds. Astral Projection is the better of the two. The abilities (all two of ’em!) Ian gains are dismal copies of ones found elsewhere (if there could be an award for dullest, most pointless, bullet time mode…). Also, what the hell is up with Ian’s off-centre head? The slack-jawed mouth movements are far more disturbing than anything in the nightmare world too.Ĭharacter movement is fiddly, making the combat an even more unpleasant experience than the poor design manages on its own. It is however, a far cry from the quality it believes it has. In passing, Past Cure looks entirely reasonable, even the technical side of it isn’t as shabby as I’d suspected it would be, with some decent cutscene direction. It pulls off the odd neat, if incredibly hackneyed, trick when it tries to tackles some of Ian’s head trips, and there’s a smidgen of smart simplicity to the idea of the Porcelain Men. The art style for the nightmare world certainly exceeds the mundane ‘real world’ sections. The strongest suit Past Cure has is in its visuals, and even that feels like ridiculously faint praise. It never does, but it’s ghoulish fun to try and see anyway. The most compelling thing about Past Cure is in wanting to see if it ever manages to stick the landing on an idea, a mechanic, or even a plot point. Then you get to leave and enter the next room.This pattern is repeated multiple times, with slight escalation.Īs an entry way into the game’s themes, mechanics, and ideas, it’s almost perfect because it nails the feeling of the remaining play time in that it’s nonsensical, poorly executed, and utterly laughable. An enemy (one of four ever-so-slightly-different flavors) known as a ‘Porcelain Man’ shambles out and you shoot him into rubble. As he enters a room, the doors shut and you have to watch to see which door lights up red. Ian, in his ‘dream state’ walks from room to room in a surprisingly bland dilapidated house. The game’s opening sets the stall for five hours of an absolute shitshow of disorganisation and underwhelming execution.
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