Fall of Porcupine | Review in 3 Minutes



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Will Cruz reviews Fall of Porcupine, developed by Critical Rabbit.

Fall of Porcupine on Steam: https://store.steampowered.com/app/1710540/Fall_of_Porcupine/

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20 thoughts on “Fall of Porcupine | Review in 3 Minutes”

  1. Porcupine fun fact:
    They are so bad at climbing tress but at the same time so stubborn about it, that nature gave their quills an antibiotic coating.
    This way they don't get clapped by infections after falling out of a tree again and impaling themself.

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  2. Playing it now, and while I definitely agree that the narrative and characters are delightful, MAN I wish you'd warned the users about how buggy this game is. I am enjoying it, no doubt, but oof, the glitches and stuttering I'm encountering are pretty rough.

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  3. At risk of sounding like a Zoomer with a microscopic attention span… HOLY HELL WAS THIS GAME BORING. This was supposed to give you a glimpse into the life of a healthcare worker, but it instead has bland dialogue that goes ON and ON and ON and ON. It’s like the script was written by an AI that was requested to sound quirky. I get that this is supposed to be a “feels” game with minimalist relaxing music… but the theme is healthcare and it takes FOREVER for anything even vaguely interesting to happen.

    I love the visuals but just couldn’t vibe with the text, which is the biggest reason to play this game.

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  4. I played the demo and I wasn't terribly impressed but I'll still probably give it a try at some point. Some of the characters felt over-acted as "I'm the X character" and the dialogue and humor at times felt more emblematic of trying to interpret and use Night in The Woods dialogue without understanding why it worked. It's difficult to talk about this game without talking about Night in The Woods as the two share a partly non-consensual coupling in their identities now. Maybe if I hadn't played the former I wouldn't be so miffed by the first few minutes of this including light jumping puzzles alongside trademark 'witty playful everyday dialogue talking to objects' that the protagonist exerts. The choices in the demo also felt like thinly veiled 'good friendship or bad friendship' choices.

    Regardless I hope the devs see the success they want to with their release, and it looks like they will given how it's slowly growing into the public perception. I can't imagine the work that goes into making sure two dialogue trees from different playthroughs don't accidentally bleed into one another through an innocuous action.

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