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The Escapists Review – Working Through Tedium

Outsmarting the guards and making a great escape is every
prisoner's dream, but as The Escapists demonstrates, it isn't easy. You
meticulously plan, craft tools, wait for openings, and hope your plan goes off
without a hitch. While the premise is interesting, the gameplay relies too much
on repetition, never capturing the adrenaline rush of a daring escape.

The life of an inmate is routine, and The Escapists captures
this to a fault. You eat meals, take on boring janitorial jobs, curry favor
with other inmates, and exercise your mind and body to succeed. The simulation
starts off amusing enough; waiting for the opportune moment to steal from
inmates is exciting, and crafting better items gives you a constant focus.
However, the daily repetition (especially locating specific, randomized items)
becomes frustrating. Every day feels the same – another fight, another generic
conversation, another roll call. Even when you escape one prison and get moved
to another, the loop stays the same with a few new items and security measures.

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You suffer through the routine because you are preparing to
escape. Your break-outs can happen in multiple ways, like digging your way out
or taking over the prison with brute force. I enjoyed the creative and numerous
routes to freedom, but hatching a plan involves too much patience and trial-and-error.
You are given little direction for the complex mechanics, apart from a brief
tutorial that barely scratches the surface. You must learn through failure.
Want to cut your way through a fence? You need to be equipped with a fake fence
cover before you do or you automatically get sent to solitary, lose all your
contraband, and forfeit three in-game days. You only learn this after you
attempt it, and you can't possibly predict every necessary step to avoid
disaster. You're constantly punished for mistakes and losing progress because of them, yet this experimentation is essential.

Obtaining what you need to put your plan into action depends on building relationships with other inmates. Unfortunately, you don't interact with them in any meaningful way. You're constantly trying to get on their good side, so they'll sell you items or jump people for you. Yet the relationship progression comes down to you do boring favors like locating items, beating up others, and acknowledging them every day. It feels artificial though. Essentially, you're just raising a meter and your conversations remain the same – utterly generic.

The whole process is a tough barrier of frustration. From
aggravating prisoners who constantly attack to the guesswork-focused crafting
system, The Escapists is always challenging you. On the one hand, this gives
you a grand sense of accomplishment when you win; I enjoyed those lightbulb moments
when I finally figured something out, and I appreciated the tension that I felt
every time I put my exit plan into the action. On the other hand, the slow
progression loop and repetitive gameplay outweigh the brighter moments.

The Escapists implores you to dig deep for your
strategy, but it doesn't offer enough excitement along the way. The concept is
sound; I just wish I had more fun. I like the idea of The Escapists better than the game it actually is. – The Feed

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For more Test Chamber, click the banner below, or check out our hub. – The Feed

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EA Working On Wearable Gaming Technology That Could Be Moved Over To Apple Watch

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In an interview with CNET, Frank Gibeau – head of EA's mobile efforts – confirmed the company's interest in Apple's new device. Gibeau said that EA has two teams working on wearable gaming technology, and that some of its prototypes could easily work with the Apple Watch. He called out users unlocking content in an iPhone game using Apple Watch's fitness tracking capabilities as an example.

“We’re pretty excited about it,” Gibeau told CNET. “We think it's very early days. But for EA, the emergence of another gaming platform is compelling for us.”

[Source: CNET]


Our Take
The Apple Watch certainly has potential for some interesting video game mechanics. I like the idea of playing a game on my wrist, and I'm curious to see if it will work well. – The Feed

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