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access_time July 23, 2014 at 12:52 PM in Previews by Charlie Grammer

Preview | Adventurezator: When Pigs Fly

Can Adventurezator shine above other "Create your own game" titles?

Can Adventurezator shine above other “Create your own game” titles?

Adventurezator: When Pigs Fly looks like quite a simple game on the surface. After all, you can quickly recognize a point-and-click adventure title when you see one, and Adventurezator is no exception to this rule. That said, once you dig a bit deeper, you’ll realize that Pigasus Games’ first title has quite a bit more to discover.

Like many games recently, Adventurezator grants you the ability to create your very own point-and-click adventure titles without requiring any technical or scripting knowledge. You are given every single tool that you will need in order to make an adventure chock full of challenging puzzles, an emergent environment, and even multiple endings if you so choose to utilize them.

The copy I played through had an arena and three stages of the game’s campaign, When Pigs Fly. The game is populated with characters and objects that are awaiting you to determine how they will interact. Want to try to open a red door with a raw steak? Go right ahead. The key may be a bit more effective, but nothing’s going to stop you from trying the steak first.

The game’s campaign features a protagonist who goes by the name of Edmund. Edmund is a human who was turned into a pig by a disgruntled wizard. Now Edmund, along with his trusted partner, Zoonkwinkle the garden gnome, is trying to figure out exactly how to get back to his human form.

The game promises quite a bit in terms of being able to create your own adventure game, choosing how you want to play, and is sure to appeal to those who were considering taking a stab at creating their own adventure titles. These promises can result in brilliant insanity that is sure to suck in quite a few people. That said, the interface isn’t quite streamlined in the version the developers sent me to check out, feeling like it takes a few too many clicks to get everything moving the way I want.

The campaign itself also suffered some issues, some of which may be too late for Pigasus to fix. For example, I honestly didn’t feel like I should care very much about the campaign’s story and characters. While the promise of creating challenging puzzles is always a plus, the standalone campaign may not appeal to many. That said, since the copy I was given only contained the first three levels of the campaign, it is quite possible that I would grow to care for said characters and story as I advanced. I can only hope that everything is fleshed out a bit more.

Overall the game certainly shows promise, and I can’t wait to see how things turn out. Will it address the issues that it needs to in order to become a truly outstanding title?


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