Friday 23 August 2013

Exit for PSP

This game may never have set the world on fire and there might now be infinite platform puzzlers on many different platforms, but I Exit it is worth more than the 65% awarded to it by Play: not that I ever take any notice of them.

I have so far solved thirty five of Exit's one hundred puzzles.  New mechanics and ideas are still being introduced.  Stages 31-40 are dark environments where you cannot see the map to begin with, except for the basic layout.  Usually there is a torch to be found and sometimes a light switch to illuminate the whole area.  We have already encountered electricity, water, fire, locked doors and destructible walls and the means to overcome these things - sometimes these means are in difficult to reach places.  There is a fair amount of pushing boxes around to reach high places.

Well, I think that's pretty clear...

The purpose of the game is to escape the level, and to assist trapped and helpless companions to escape.  The companions have no pretensions towards being AI controlled co-op style assistants; they walk blindly after you and will get themselves burned or electrocuted if you don't take good care of them.  You can give them directions from a distance and they can carry and use objects but always have to be given very specific instructions.

Companions come in three kinds each of which has its own skills and shortcomings.  Kids, for example, can crawl through small spaces but cannot climb very high without assistance, are susceptible to drowning (Limbo style) in shallow water and move slowly.  There are also young adults who are similar to protagonist Mr Esc. and reasonably versatile but have no skills which Mr Esc. does not have, though they can help him to push heavy objects.  Older adults, who are portrayed as fat, can push heavy objects by themselves but cannot climb onto high places without help from two young adults, one of whom can be our hero.  Companions are characterful, if a bit needy and pathetic sometimes and do add a lot to the game.

All these mechanics make for an interesting and sometimes very challenging set of puzzles.  The only shortcoming is that sometimes it is the game's weaknesses which make the puzzle hard, rather than it's strengths.  The rules regarding pushing boxes around, which I won't attempt to explain hear, are the most frequent example.  Sometimes it would take a chess grand master to see in advance the precise sequence of moves needed to complete the puzzle, especially in the dark.  This is mainly because some moves are irreversible.

Despite this, the game's strengths are used well sometimes and there is a substantial amount of interesting and absorbing gaming here and given that I got a good condition boxed copy of the game with its manual on ebay for £3.97 I would recommend Exit to anyone.

I have never played any God of War game so I have bid on a Chains of Olympus for PSP on ebay but I don't know if I've won it yet.

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