The Short: Rejoice! Another surreal piece of storytelling is coming your way, courtesy of a very bizarre Dutch studio.
Description: Few can resist the hypnotic pull of Cube Escape, the celebrated art horror series created by publisher Rusty Lake. Both frightening and comical, beautiful and strange, Rusty Lake never shies away from making memorable experiences. Their newest game, Paradise promises to be a superb addition to this awesome collection of escape games. The premise, as quoted from their launch announcement page:
“Rusty Lake Paradise is set on a small remote island in the 18th Century. After your mother passed away the island seems to be cursed with the 10 plagues. It’s your job to go around the island, interact with your family and help them vanquish the plague. The game offers ominous situations and bizarre rituals. Paradise builds upon the distinctive atmosphere and excitement from the Rusty Lake series. For the background graphics we collaborated with a well-known Dutch artist, Johan Scherft.”
The game is expected to be released in Q4 of 2017. So, any day now!
Published by Fireproof games. Not yet released!
The Short: !!!!!!!!!!!!!!!!!!!
Fireproof Games has announced a fourth game in their popular series, The Room. The release date is a bit vague, although imminent, “fourth quarter of 2017.” Fireproof plans to release the game on ios first and a bit later on android so us little green robots may be waiting until after Christmas to get our mitts on this. In the meantime, there’s a fun freebie from the publisher: a downloadable tarot card deck that mimics the set found in The Room 2.
In an interview with one of designers, Barry Meade noted that Old Sins is something of a brand new story line with new characters. Still it’s all situated in the same mythological world as the previous three. Here’s a brief premise overview from their website:
“The sudden disappearance of an ambitious engineer and his high-society wife provokes the hunt for a precious artefact. The trail leads to the attic of their deserted home, and the discovery of an old, peculiar dollhouse…Experience The Room: Old Sins and explore unsettling locations, follow obscure clues and manipulate bizarre artefacts on a journey into the world behind the veil.”
I’ve got two photos and this teaser video from the Rezzed gaming conference back in April. That’s all for now, folks!
Published by FunnyTimeDay. I played this on android.
The Short: Quite awful.
Recommended if you like blue haired maidens, shadowy cellars, air vents
Description: I don’t even want to review this game. It’s essentially a Doors Galore but with a few extra steps. Bad, undifferentiated graphics with low cascade puzzles make Can you Escape the 100 room a chore to complete. Belched straight out of Design Netherworld, this game seeks to combine some kind of medieval aesthetic with a regular old Ohio basement. Tragic.
As long as we’re on the subject though, let me tell you about a certain bee in my bonnet. I have become quite hardened to the entire aesthetic world of medieval-esque creations. Just the sight of jerkins, wizards, or gilded chests tends to put me in a bad mood. Are there no other periods of human history worthy of recreating? Do people understand the nuanced differences between the Dark Ages, Middle Ages, High Middle Ages and Renaissance? They’re all completely distinct and, what’s more, wholly different depending on what country you’re in. I mean for god’s sake, read a book! Jesus.
Difficulty Elements: low cascade | readily apparent puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Published by snapbreak. I played this on android.
The Short: Despite their age, mysterious ruins never get old.
Recommended if you like counter shading, sandstone, alone time
Description: What an awesome game. Faraway really nails it with fantastic artwork and a great soundscape. Swivel and glide through an a-cultural clutch of ruins to collect various brass implements, handwritten notes, and magic tiles. After the first 7 levels you will be invited to spend an additional $2.99 to keep playing and I wouldn’t be surprised if you wanted to pony up because this is a great puzzle world.
In terms of difficulty, Faraway does a great job of escalating things through the levels and introducing new game mechanics. Complete with cool contraptions Faraway includes an ancient system of electrical( or is pneumatic?) wiring to work with and also some laser satellites of antiquity. This is the type of game where you can re-play levels to improve your score by collecting all 3 of the handwritten notes from your unseen friend instead of merely 1 or 2 of them. I did not bother to do that but it is a nice dimension to keep the game engaging even after you’ve played through. And, if you’re into that #desertlife, I highly recommend Sphinx.
For the sake of transparency, I should tell you that this game made me sort of motion sick. The viewer does not give you 360 degree rotation so some rooms feel kind of stuck and weird. That’s really my only complaint though.
Difficulty Elements: great cascade | both readily apparent and invisible puzzle arrays | esoteric interfaces | no Absurdity | both typical and unique solves
Published by Big Bad Bros. I played this on android.
The Short: More time was spent making this look cool than making this fun to play.
Recommended if you like sighing, grey scale, the Miyazakis (father or son)
Description: Escape the Lighthouse deserves commendation for creating very cool artwork and sound design. Beyond that though, this wasn’t a great escape game. Very short on cascade and the puzzles themselves were sort of non-diegetic? Let me explain. Usually the puzzles in an escape game are part of a puzzle array. The puzzle itself is literally part of the room. It is the mugs in the kitchen, the desk in the hall, a piece of paper hidden under the couch. You have to engage with the space to solve it. Escape the Lighthouse toggles between actual rooms in the lighthouse and then these disembodied puzzles like you might play in a puzzle book. It’s not as fun.
Difficulty Elements: little to no cascade | no Absurdity | readily apparent puzzle arrays | typical solves
Published by A-S-G. I played these on android.
Iterations: one through four
The Short: Simplistic game series with great atmosphere. In certain version you can actually “Skip” the puzzles if you find them too challenging. I find that hilarious. I mean, why are you even playing?
Recommended if you like pensive fog, the spirit world, velvet chokers
Description: This is an updated review. I already played and talked about the first Escape the Ghost Town before I knew there were three additional games.
Escape the Ghost Town has an interesting aesthetic. At first, I was tempted to situate this game within Design Netherworld but then I checked myself. At the very least, Escape the Ghost Town is not making its digs in downtown, south central Netherworld. If anything, it’s more out in the Netherworld’s most respected suburbs. This game features standard issue haunted houses with spooky garden grounds, weird marble statues, sheds full of saws, and heavily carpeted indoor spaces that strongly imply musk and dampness. The music is actually quite nice. The overall effect is a cohesive game space that usually trades in “passable” but occasionally creates a somewhat interesting room or sequestered garden area.
Escape the Ghost Town is a perfectly nice set of games. They’re fairly easy.
Difficulty Level: Easy
Difficulty Elements: low cascade | readily-apparent puzzle arrays |no Absurdity | typical solves
Published by Pixibots. I played this on android.
The Short: Fun with hieroglyphics minus the worry of raising the dead.
Recommended if you like runes, grids, neutral tones
Description: Cryptica is not an escape game. It’s a spatial reasoning puzzle game with sort of an Aztec-y aesthetic. In each level, you are presented with a grid. The grid contains at least one Active Stone and that Active Stone’s match-spot. You must move the Active Stone or Stones to their respective match spots to win. The trick in this game comes when you get multiple Active Stones. All Active Stones move in unison so when you move an individual stone once to the left, you move all of the Active Stones once to the left. The game is further complicated by Inactive Stones that work to block the Active Stones.
I love the shit out of this game. It has a really intuitive interface, great audio accompaniment to game play, and it’s challenging in just the right way. This is also a game where you can really get “in the zone” by playing multiple levels in a row, your brain really starts to think along the grid. The next time you’re meeting someone for coffee, especially your one friend who is always 15 minutes late, download Cryptica and feel the time fly by.
Difficulty Level: Medium
Difficulty Elements: readily-apparent puzzles