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Thursday 1 March 2018

Past Cure Review - Too Many Ideas Crammed Into One Game

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Past Cure is a classic case of unfocused game design, and it’s easy to imagine that it ended up this way as a result of the developers wanting to do too much. One moment it’s a generic third-person shooter, the next it dives into psychological horror but forgets to build the stakes first. At one point you’re sneaking through a decent stealth mission and then, abruptly, you’re dipping into some simplistic puzzles and riddles. It’s ambitious in that it wants to include different genres and a variety of different playstyles, but it never develops them to the point where any of them becomes interesting.

The story immediately piqued my interest by giving the impression that there is a lot to learn about the character you play as, Ian, and the world that surrounds him. What’s up with those creepy nightmare sequences? Why and how are you able to slow down time? Who is this woman who keeps showing up in the mysterious dream world? All interesting questions, but they ultimately amount to nothing as the plot only gets messier as you continue on. A good mystery allows your burning questions to fester and evolve, building anticipation to some kind explanation. But by the end of Past Cure, five or six hours later, I was mostly trying to pinpoint where the story had lost me. Mysteries are introduced and quickly rushed out, as are characters and their motivations. That made it nearly impossible to care about any of it.

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