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REVIEW EXIT |
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PUBLISHER
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UBISOFT
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DEVELOPER
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TAITO
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GENRE
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PUZZLE / PLATFORMER
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PLAYERS
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1
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PRICE
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£29.99
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RELEASE DATE
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OUT NOW
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We were looking forward to Exit’s unique
puzzle experience, and while the ideas
behind it are solid enough, the execution
leaves something to be desired, which
is a shame as we
were big fans of
Mr ESC. Still, it’s
worth a look.
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SCORE
06/MAR/06 |
65% |
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Being the hero is something that we all
dream of at least once – playing the
part of the valiant knight rescuing the
fair damsel in distress and riding off
into the sunset on a magnificent white steed
to live happily ever after. Unfortunately when
it comes to be a real world hero – none of that
fantasy stuff here – most of us turn out to be
complete bottlers, happy to let someone else
get the glory, just as long as we don’t have to
risk our own skin.
Mr ESC is one such hero, putting life and
limb on the line to rescue victims of disasters
ranging from burning buildings to flooding
subways and everything in between. However,
he has no delusions of grandeur, he knows
there are no fairytale happy endings. His
flirtation with danger is a career choice, for Mr
ESC is a professional escapologist, putting his
life on the line only if you can pay his bill – and
he’s accepting all major credit cards.
This may sound like a mercenary way
of doing things, but even Spider-Man was
considering charging for his services
before he realised that with great power
comes great responsibility.
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Don’t worry though – Mr ESC’s
questionable business activities aren’t
the source for endless in-game moralising,
but to establish him as one of the coolest
characters to grace the PSP’s screen. With
his little hat and flowing scarf, Mr ESC runs,
jumps and climbs his way through 100 levels
of disaster-struck
structures, rescuing
scores of civilians along
the way. However,
these civilians aren’t as
helpless as they first
appear, because for Mr ESC to achieve his
goals, he will need their help.
This is the main thrust of Exit: co-operation.
Essentially a puzzle game playing a bit like a
cross between old-favourites Lemmings and
Elevator Action, Exit requires the use of both
skill and strategy to get Mr ESC and the civilians
out alive. Each of the three civilian ‘types’ – and
Mr ESC himself – has its own strengths and
weaknesses, which you have to utilise to get
past the various obstacles. Children are the
weakest, but can crawl through small spaces;
young adults are good all-rounders and adults
are the strongest, but the least agile.
The levels are deviously designed to get
you thinking about each move, meticulously
planning before committing yourself. This habit
is at first hard to get into, as Exit doesn’t wear
its puzzling credentials on its sleeve – instead
they are hidden beneath stylish visuals and
platform-style controls, causing you to rush
into things until you train yourself to play the
game how it wants you to play.
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However, the game seems to only have one
precise way it wants you to play, which is what
accounts for the score you see at the end of
this review. In the best puzzle games you are
encouraged to do your best to beat the game,
to apply whatever solution you can come up with
to get onto the next level, or beat the high score.
With Exit, though, there is pretty much only one
way to do things on each level, with almost no
room for improvisation.
The only way to avoid this pitfall is to plan
ahead, but the game throws a whole new set of
obstacles at you when it comes to doing this.
For a start, you can’t pause and look at the map,
which possibly wouldn’t be so bad if the map
actually showed you something, but it’s very
basic. You can use the analogue nub to scroll the
camera, but it has limits to how far you can look
ahead. Time and time again you’ll have to restart
the level because you made a mistake, which is
nothing but annoying.
This is a shame, because Exit could have
been a real treat. There are some really neat
ideas and great variety in the levels and the way
to tackle them, but the whole experience is let
down by the trial-and-error gameplay, which is
almost a total game breaker (and not in the EA
sense). This type of gaming was tolerated back
in the day, when games like Lemmings were
popular, but today we expect puzzle games to
offer an evolving challenge that rewards creative
thinking, which Exit doesn’t.
Jude Salmon
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