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Past Cure

Past Cure's Simon Gerdesmann talks us through the two sides

There's reality in the game, but then there's the nightmare.

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Phantom 8 Studios' Simon Gerdesmann recently paid a visit to London to show off the studio's upcoming game Past Cure, and during our time with Gerdesmann we got to talk a little bit about the game in general, and the two sides of the experience; one real, and one not so much.

"Yes so we have on the one hand the real side, the reality, where gameplay's more focused on action and some stealth elements, and then we have the dream world where the gameplay is focused on more survival, more nightmarish worlds, mixed with some puzzles in there," he explained.

We also asked about how the story is told, particularly through environmental storytelling, to which he said: "So it's a cinematic, story-driven game, so we decided that apart from the action gameplay you have moments where the player can rest and come down a little bit and where then find or can explore the environment. There's items you can pick up or you can listen to that give you more information to the background, and there's some cinematic inlays where also things clear up. Then there's bluebirds coming in at certain moments in the game that gives you clues why and how - also, they're not from Heavy Rain - they have something to do with the story when you play the game to the end, you will understand [...] it's not everywhere, because we feel focused on the action."

For more on the game check out our preview as well as the full interview below. Do you like what we've seen of Past Cure so far?

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Past Cure

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