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Cure: Console Edition (Nintendo Switch) - Lay Test

Cure: Console Edition (Nintendo Switch) – Lay Test

At the end of our lives, in a moth-eaten and despicable apartment, we see an old man trying to cling to the memories, which slip through our fingers … a series of puzzles arise before us, our arthritis being our cane. Once and for all it is time to do battle, so that the cloudy fog that gradually overwhelms our brains.

From the first moments, the thing that strikes our eyelids, ears and cortex is the healing of this condition. She’s not very happy, but she’s incredibly amazing, pretty weird, somewhere between a painting of Macrito and a map of Dober (Delachat, don’t say you do not know!). Our grandfather speed on the background of contrasting ribbons in dim colors. The soundtrack, which worked very well, rotates the perfect cockroach, while at the same time intriguing (perfectly), and the mixed odors of mustard and moths are able to reach us beyond the screen of the switch.

Some repressive passages betray the programmer’s responsibilities, says Jesse McConnell, author of the horror series Distracted. However, healing is not a horror game… or in any case, he often tries to get away with it. There are so many beautiful clarifications like this epilogue, powerful and moving or this warm state in the open, a “weather” condition to the problem as we play to create rain and good weather.

Encountering puzzles give us a little habit of playing classically in shapes, numbers or algorithms. Already played? For players who came through Witness, Mist, Professor Layton and others, there were few or no surprises. The arrangement of levels is more of a surprise because they are each a puzzle that needs to be put together.

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Visual traces are actually called on the walls and the puzzles are all connected to each other. We must find the logic that unites them: once a riddle is solved, we have the key to understanding the next, or the previous one, which we cannot solve. This is well done. The difficulty of the puzzles is enough to motivate and make the game well thought out and fluid throughout. Everything is done so that the circumstances are intelligently updated.

With the controller, manipulation with the mans (to change the mouse on the PC, the game was initially released on Steam) was inaccurate. It is necessary to repeat it several times to take into account our movement. Fortunately, in nomadic mode it can be cured by touchscreen and even if everything is not right (sometimes a slight setback), it is very convenient.

Now, back to Heel’s major flaw, which unfortunately restricts its scope three times: the game is too short. Allow one to two hours to complete seven chapters. Although the adventure ends with a beautiful ending, the software is cheap (€ 5.99) but a kind of frustration knocks on the door. As the experience changes, this will be especially intense in the short term …

Would “long and boring” have worked better? Life without enjoying small pleasures is too short, healing is one of them, not to mention significant.