Your intrepid heroes provide the quality assurance that should have been done in the first place. Apocryph faces the ChairQAsition!
Game: Apocryph
Devel: Bigzur Games
Engine: Unity
Price: £14.99 / US 19.99 / CA 21.99
Wazzat: Apocryph is a FPS set in a brutal dark fantasy world. It takes it’s roots in old-school fantasy shooters, so prepare for intense sword-and-sorcery FPS action amidst forgotten castles, evil shrines and decrepit dungeons!
Mandatory Disclosure: Them devs sent us keys
Makes with the working
- Performance: @ 1080
- 70/74 LOW
- 50/60 HIGH.
- Launch Control:
- Fullscreen:✅
- Big Picture: ✅
- Windowed: ❌
- It’s not even an option, Brad.
- Quicksave, does, not, work.
- Performance: @ 1080
- Average 56fps on high
- Launch Control:
- Big Picture:✅
- Fullscreen:✅
- No quicksave either
- Performance: @ 1080
- 47/78
- Regardless of High or Very High settings, the performance is anywhere from 47-78 FerPS
- 47/78
- Launch Control:
- Fullscreen:✅
- Big Picture:✅
- Windowed: ❌
- Windowed mode requires editing the unity Prefs file.
- Crashy crashy crashy
- Quicksaving jacks up the brightness like crazy
Shiny / Sounds
- Three main modes: High, fugly, EXTREME fugly + pixels and graphical glitches.
- Seriously, the pixel mode is one step above Quake ASCII render.
- I don’t hate the background music?
- The monster noises do a really good job of keeping me on edge.
- It looks good but you quickly notice the baddies are on the maps, not in them.
- Level design is half decent and have a solid Quake vibe.
- The background music is overly distored guitar noodling. Seum had a better soundtrack though
- Yup, this is a hexxen clone. It looks the part, but that’s not saying much given the performance
- The amount of particle effects on screen is detrimental to my ability to play this game.
- Pixel mode made me, someone who played Quake on the Saturn, feel queasy.
- The background music is alright, if a bit too loud by default.
- Like I mentioned earlier, when you quicksave the gamma gets shifted to the brightest setting and it makes the game look god awful.
Control
- WASD default layout is workable.
- Agree /w P-man on the random stickies.
- Homeboy has a serious problem with certain stairs and other various areas.
- Collision issues and a byproduct of lazy dev being lazy.
- If WASD ain’t broke, don’t fix it
- Did everyone else basically forget there’s a bullet time mode. I kept getting killed a bunch in a couple sections, then I realized that was a thing
- Other than that, yeah there are some collision issues
- Also inconsistent invisible walls
- Protagonist character has this nasty habit of getting stuck in random bits of terrain.
- You can tell the developers were aware of this but, instead of fixing it, they just lined the levels with various bits of invisible walls at different angles.
- The hitboxes on enemies are very poorly represent by their model.
- And by very poorly, I mean you’ll be fucking miles from one of the melee enemies and the fucker will still damage you.
FUN
- I had to dial this FKR down to easy after 30 minutes of getting killed to death.
- I did this because the AI == trigger + bum rush and they would get stuck on just about everything imaginable.
- I found myself triggering them, getting them stuck, and merking from a distance. .
- Not fun, this is supposed to be about strafing, running backwards, and slaughtering.
- Enemies do NOT handle stairs well.
- More often than not they jump into space and land on your head-organ.
- However you do get to see plenty of monster taint.
- Could really do with an autosave feature.
- Save scumming quickly becomes a way of life.
- However,
- You know what, FK however.
- Your quicksave does. Not. Work!
- I’m out, not going through that slog of bullsh*t again.
- And that’s a FSM damned shame since I was starting to kinda-sorta like the game.
- YAY I get to repeat something I’ve said before.
- If this was an Early Access title I would be hopeful, nay, borderline impressed.
- The entire time I spent playing this game I was thinking how so much better ziggurat was in basically every aspect
- After you get used to the AI’s stupidity and the game’s tendency to hide a ton of monster around every blind corner, you very quickly start devolving into what we in the biz call “dungeon pace”
- Peek around every corner to draw aggro and run away
- Then the game just becomes a slog, and you take venn’s advice to just save scum
- The level design isn’t actually half bad. In true quake/hexen fashion you got to get through a series of secondary objectives before you can just unlock the main door
- The game also likes to put the main door right in front of you and make you explore
- I would like to see a few more branching paths, loops and interconnects tho
- Apocryph could have been the STRAFE of Hexxen.
- Instead is a gallery of simplistic, ameteur hour, design and I’m pretty sure I’ve seen some of these enemies before.
- I remember having my mind blown by Hexxen 2 in 1997.
- In my head, this game had a pretty good shot of getting me to slap on my nostalgia goggles and just enjoy it.
- Instead I got stuck on top of yet another set of stairs and then it crashed.
- Damn you, Apocryph.