![]() These faults are bad throughout most of the game but become infuriating during the hotel stage, where getting spotted means instant death. Other times, they'll either see through walls and spot you or somehow see you from the back of their heads when you're crouch-walking toward them. Sometimes, you can sneak up to a foe just fine. Trying to hide from others is a hit-and-miss affair, since enemies can vary wildly on their levels of perception. ![]() Simple knife slashes are preferable, but sometimes, you'll unleash a choking maneuver that takes so long you'll be seen by others. ![]() Attacking while in stealth is dodgy, since you have no control over which attack you'll implement. ![]() It's here that the game goes from having underutilized mechanics to just being broken. Should you mess up or decide to eschew stealth, you can go in shooting and brawling with anyone you meet. Beyond solving a few switch puzzles, most of your time is e spent disabling cameras from afar and trying to take down enemies silently along their predetermined paths. Outside of the nightmare world, the game transforms into a stealth-action game. Based on its name, you get the sense that your nightmares would carry over into the real world once sanity is depleted, but there aren't any actual consequences, so it simply acts as an artificial limit for your powers. You can use a blue pill to regain your sanity, or you can wait for it to recharge to one-third of the meter. Sapping away all of your sanity makes the world wobbly for a second. It makes sense thematically, but much like projection, it feels undercooked. Save for two instances, you can't use it to mess with people, and although there are a few switches that require more than a key press, the act itself is mundane and wastes the potential of the power.īoth astral projection and the slowing of time utilize your sanity. Throughout the game, all you'll be doing with it is activating switches from afar. It doesn't take long to see that astral projection is woefully underutilized. Slowing down time is self-explanatory, while astral projection lets your spirit leave your body so you can activate switches remotely. In the nightmare world, you'll learn about using stealth while also coming to grips with your newfound mental abilities. After watching countless cut scenes and roaming around the house doing menial tasks, you'll learn about your ability to use standard punches, melee attacks, counterpunches, and finishing blows. The game takes a while for the tutorials to wrap up, as all of the mechanics are doled out in a very slow fashion. It adheres to the survival-horror mantra of always leaving the player with little ammo so they can't approach the situation with guns blazing. The controls for gunplay are rather loose, and one hit from these porcelain men instantly renders you dead. As an introduction, it acts as a frustrating shooting gallery. Past Cure starts off in Ian's nightmare world, where you run around in circles and shoot at porcelain men. While the start is good because of the constant trips into Ian's psyche, the tale becomes less interesting as it goes on due to a myriad of story threads that pop up without any resolution. He has gained a few powers as a result, but he mostly wants revenge against the people who have done this to him. You play the role of Ian, a soldier who suffers from nightmares that stem from the fact that he's been experimented on and three years of his life have been wiped from his memory. By the end, however, it does many different things, and none of them are done particularly well. At first, Past Cure makes a solid attempt to do psychological horror right. It's even harder to do if you're a small team with resources that are stretched thin. Instead of relying on the tried-and-true jump scare, the game needs to make the player feel uneasy despite the prevailing thought that most games provide the player with a power fantasy in almost every setting. Psychological horror is not easy in the realm of video games.
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