Past Cure Reviews

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Past Cure Reviews

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Past Cure is a third-person psychological thriller game that is developed by Phantom 8 - a new German studio comprised of just eight people. Despite the team’s size, Phantom 8 has been very ambitious from the beginning, with the team aiming to create a game with near-AAA production values. However, this is one of those situations where you shouldn’t have bitten off more than you could chew, as Past Cure is a just a game that had a lot potential but failed to achieve greatness.

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Past Cure follows the story of Ian, a former special operations soldier who became victim of experimentation and torture in prison during a mission in Syria. As a result of this, Ian has a three-year gap in his memory and suffers from severe nightmares, but also gained a set of superhuman powers such as time manipulation. With the help of his brother, Ian sets out to find the people who did this to him and make them pay. While it’s an interesting and intriguing premise, i felt a bit disappointed by the overall delivery of the story, as I was left with more questions than answers, something that the game’s somewhat ambiguous ending didn’t help.

Split into seven chapters, Past Cure offers a lot of variety in terms of gameplay. Due to Ian’s fractured and fragile state of mind, you will have chapters that take place in the real world and chapters where you are inside Ian’s terrifying nightmares. The sections in the real world offer a mix of stealth and gunplay gameplay, while the nightmares section is all about horror and puzzle solving. While none of these sections are particularly brilliant, the variety and gameplay genre change between chapters helps the pace of the game and keeps things fresh through this 5 to 7 hours experience, if you appreciate both genres at least.

During the game’s action sequences, Ian’s powers are crucial to survival. Using Ian’s astral projection ability (his spirit leaves the body), you are able to check enemy positions, interact with objects, and disable security cameras, something that becomes very useful to plan your strategy in case you want to deal with the enemies with stealth. Not every section can be completed with just stealth, and in these situations, Ian’s time manipulation is without a doubt your best friend to survive the gunfights. By slowing down time, you can easily headshot everybody in the room, and change position without risk of getting shot to death.

While these gameplay mechanics are interesting, the experience is somewhat ruined by sluggish and unresponsive melee controls, the absence of a decent cover system, among other issues. Ian’s powers are tied to a sanity meter which depletes everytime you use them. However, there’s no real consequence to abusing his powers, as all that you get for depleting the sanity meter is a blurry screen for a second before the meter partially fills itself back up, making this a mechanic you can exploit over and over. There were also a few occasions where I started certain sections with so few bullets that it became mandatory to headshot everyone while not wasting bullets in order to survive the gunfight. The checkpoint system in also very unforgiving, with very few checkpoints and far between each other, something that becomes frustrating when added to the game’s other issues.

During the nightmares sections you will often have to solve puzzles while porcelain men are trying to hunt you down. In most sequences you have your gun with you, which makes these porcelain beings hardly any threat. However, there’s one nightmare later in the game that takes place in a dark prison, making this part an horror sequence that could have been easily taken out of a Silent Hill game. To make things more intense, you don’t you have gun this time around, leaving you with no choice but sneak past the porcelain men unnoticed, and it’s another section where Ian’s powers come really in handy. Overall, I found this to be the best part of Past Cure, not because it’s particularly brilliant, but because it excels in comparison to the rest.

For a game that was made by just eight people, I must say that visually Past Cure is impressive, although it’s not something on the same level as several AAA titles on market. The environments look polished, although they are also bland and empty, with the exception of the horror section. Although I praise the visuals, several other aspects definitely needed some work, such as animations, character models, and framerate issues. While the soundtrack does a passable job, the voice acting is one of the worst I have heard in years. The way the voice actors deliver their lines shows a complete lack of interested and emotion in delivering their lines, so much that even I could probably deliver a large majority of these lines better, and English is not even my native language.

Final Thoughts

Past Cure is a game that had a lot of potential, but with a limited budget and an inexperienced team, it ultimately crumbles under all its ambition and ideas. Geist reservoir homes for sale. While there are some interesting gameplay mechanics and lots of variety, these are accompanied by several gameplay issues and lack in polish in several areas. Even if Past Cure isn’t a great game, I have to praise Phantom 8 for the valiant effort and ambition, which leaves me intrigued and somewhat excited to know whatever the studio is working on next.

Past Cure was reviewed using a PS4 Digital Copy provided by Phantom 8 Studio. You can find additional information about Gaming Union's ethics policy here.Past Cure Reviews
Interesting gameplay mechanics.
Gameplay variety helps the pace of the game.
Horror sequence is decent and intense.
Story drops the ball the more you progress.
Clunky, unresponsive controls.
Terrible voice acting.

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Welcome to Past Cure, in which you constantly question what’s real, what’s not and what’s actually happening.Third-person, narrative-driven, science fiction games with solid shooting mechanics are something I really enjoy. I know that sounds fairly niche, but Alan Wake, Quantum Break and Dead Space are some of my favourite games thanks to their engaging stories being paired with good controls and a cinematic presentation. I’m not kidding when I say niche, though, as good games falling into those categories aren’t all too easy to find these days — so Past Cure was something that interested me when not so long ago. Well, now I’ve had the chance to play the full game (pre-release), and here’s what happened. Some of the environments really are quite creative.We begin by taking on the role of Ian as he awakes in a bizarre, seemingly burned house with furniture on the floors and ceilings. Confused (as I was), Ian explores, finds a gun, and is attacked by porcelain mannequins. Having dispatched them, he vanishes and appears in a black hall with a woman standing in a golden doorway, calling to him.

As soon as Ian reaches her, he wakes up in a beach house. We discover that Ian is prone to recurring nightmares and visions due to mysterious events from his past, as well as encountering his ability to project his mind and manipulate time. Once he has explored the house, Ian receives a call from Marcus, his brother, telling him about a gang shipping a drug called Nexus.

It may be a lead in the investigation into his past. Confused yet? You haven’t seen anything! As the game progresses, we find out about child testing, conspiracies, super-powered drugs and all sorts of other things.

It’s incredibly convoluted and by the end, there were a huge number of plot threads left loose, as well as a twist which just raises more questions.So, Past Cure’s story was a bit of a bust, which is a pity as it had the potential to be very interesting. The idea of Ian’s dreams/nightmares bleeding into reality was nice, but rarely explored. Ian’s past could be something fascinating, but remained more than a little muddy by the conclusion. Plots for most characters are brought up and then completely dropped. Who was the woman to Ian?

Where did Marcus go? What about Dr.

Fletcher’s past? If you play the game, you may be able to answer these questions yourself, but I had no clue by the end.How about the gameplay, then? This is a third-person action game, for the most part, meaning shooting, melee and stealth in various measures. In most of the real-world sections, gunfights and melee are the main ways to progress. Environments contain enemies equipped with pistols, shotguns, machine guns or their fists and will need to be dispatched using those same things. The gunplay is functional, although nothing particularly special; right-click to aim, left-click to fire, R to reload and such. I felt the range of weapons was very limited, but considering the real-world setting, it made sense that there wouldn’t be much beyond that on offer.

Melee is fairly enjoyable, with a strike/counter system that has been seen in a number of third-person games in recent years. Strikes lead to a finishing blow which looks good and is satisfying to pull off, whilst counters push the enemy back, letting you capitalise on this. Ian’s abilities can help in these parts of the game, with Astral Projection allowing him to find where enemies may be hiding and Time Manipulation letting him slow down time for those all-important headshots. The stealth can be quite satisfying when you manage to pull it off.Stealth is an option most of the time and is fairly satisfying to use.

For the most part, it works well, with enemies not seeing you when they shouldn’t and Ian’s abilities helping you find ways to take down opponents without being seen, as well as disabling cameras that would lead to reinforcements. The take-downs are a little odd, as some animations are much longer than others — sometimes you end up being spotted whilst Ian faffs about with a chokehold rather than a swift knife kill. This is all the more annoying in the single (quite lengthy) mandatory stealth section that comes between two optional stealth sections. I was spotted multiple times in this part of the game and became quite familiar with patrol patterns from having to replay it over and over.The nightmare levels are quite different and are more puzzle-based. Whilst there are stealth sections, the enemies can’t be killed (most of the time) and you won’t immediately fail if spotted. Most of the puzzles were fairly simplistic, but this part of the game was probably the most enjoyable due to its interesting presentation and made greater use of Ian’s special abilities. Enemy encounters are brief (which is for the best, as there are very few character models) but fairly tense due to the fact that they can kill you in one attack.

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The increasingly creepy environments develop a good atmosphere and I was caught off guard by one or two jump scares.The presentation of the nightmares was very creative too. From the early, pure white chambers filled with interesting geometric shapes to the grimy industrial areas later on, the environment is continually interesting to look at. Inversely, the real world is less interesting, mostly based in a tower block and a multi-storey car park. What is impressive, though, is Past Cure’s animation in cutscenes.

Most of the time the characters look great and interact with each other and the environment well. There are a few choreographed fight scenes that look particularly impressive, as well as some very good facial animations. I get the feeling that this is where the bulk of the game’s development time went.The same can’t be said for the voice work, which seems quite inconsistent.

Ian lacks any sense of emotion during most of his dialogue (internal or otherwise), whilst Amos comes across as much too theatric. The sound mixing doesn’t help here, as voices are often drowned out by music or incidental sound. More irritating still is the fact that the subtitles aren’t timed to the voices, so I can’t even pick up what’s being said that way. This is something that may be fixed with a promised day-one patch, and I hope it is! Some areas can be very challenging towards the end due to limited ammo capacity. Using Ian’s abilities is essential.In spite of all this, you can tell that a lot of love went into creating Past Cure.

This isn’t just some asset flip released to try to get some easy money; Phantom 8 clearly wanted to make something special but just couldn’t quite pull it off. There’s obviously a plan for a much bigger story that just doesn’t pan out, as well as tremendous talent for animation. There’s clear inspiration from major development studios who make third-person, narrative-driven games — this small (eight-person at the time) studio just couldn’t manage to compete with such large teams of developers. I genuinely hope they continue to develop games, as they have huge potential to make something excellent if they reduce their scope somewhat. I look forward to their future attempts.

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