Tuesday, January 8, 2013

Aporkalypse

This review is going to be the antithesis of Aporkalypse in that you will hopefully be able to read through it quickly and without distraction.  If you would like an experience more similar to that of Aporkalypse, please copy this blog into a word document, make the font size 72 and the line spacing 3, and every time you read one line, close your eyes and breathe for 5 seconds.

Yes, the main criticism for Aporkalypse is that it's sluggish.  Very sluggish.  I'd like to say it's just poor optimization and that playing it on a futuristic space computer would fix this problem, but the framerate actually isnt that piss poor and some enemies move quite swiftly.  I know the sobriquets "big" and "bad" don't exactly inspire images of zipping around forests at the speed of sound, but I'm supposed to be playing as a wolf, not a snail.

The gameplay mechanics work decently enough.  There's not much challenge to the game since every enemy you kill spawns unreasonably generous health pickups, but the dual use of the huff and puff as an attack and platforming aid is interesting enough to hold the player's attention.  At least it would be if the game operated at any speed greater than that achieved by using your breath to boil a pot of water.

I've got nothing more to say about this game. As one of the first 3D installments I've played and pretty much the only one to function properly, I suppose it should earn a medal of some sort.  The only problem is this: Aporkalypse just wasn't an enjoyable experience for me.  One of the reasons I decided to play through the Digipen catalog is that i thought a college for game design would be a hotbed of new ideas and mechanics that the AAA wold has yet to see.  Oh well. 

Links
Aporkalypsehttps://www.digipen.edu/?id=1170&proj=24652

Oh yeah, there's no save feature either, but honestly after the disappointment of Apoch I don't even care anymore.  insert sadface here.

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