
Unravel the mystery uncovered by a remote interplanetary mining operation. What did they find? What threat does it pose? And ultimately, what does it truly mean to be a hero?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Ugh.. I suppose you can call this game a "metroidvania" in the same sense that a half-empty parking garage is a metroidvania. Sure, you have complete freedom to wander back and forth between a wide variety of drab-colored largely uninhabited levels that all look the same, but nobody would ever mistake it for entertainment. Honestly, the game was more fun at the beginning when falling more than a few feet at a time killed you. At least that made some of the mindless jumping between platforms bits a bit more challenging. Apparently "adventure style puzzles" actually means "and now your player comes to a gap that can only be jumped if you nudge forward until you have approximately one pixel of sprite box left on the ledge," and failure doesn't result in death, you just fall back to the beginning of the level and have to loop back through three stories of tedious ladder climbing. Eventually you do pick up a few more weapons and powers, but what's the point when 99% of the game is wandering around empty terrain, occasionally shooting a bunch of identical monsters in the face and ducking to avoid their bullets?
This game has no map, no difficulty, no real story, and no ending. There are only a few types of enemies, and the most common ones you fight throughout the entire game can be defeated by crouching so their bullets move over you. I never took any health damage except at the start of the game before you get the upgrade to negate fall damage. The game claims to be a metroidvania game, but in truth it's completely linear. The optional areas- which contain nothing except suit energy you don't need- only serve to make you waste time walking back and forth. Basically, the entire game is fighting trivial enemies that are no threat, doing annoying platforming, and then the game abruptly ends before anything interesting happens. The game's "ending" is an anticlimax that felt like the developer just got bored of the game and decided to end it half way through. =========== SPOILERS BELOW ================ Yes, we all know that video game protagonists always manage to heroicly save the day despite a single person defeating hoardes of enemies being completely implausible. There's a reason that games are like that. "Ending" the game by having your character walk into a room and then die through some ambiguous explosion or earthquake or a ship falling on you or whatever that was isn't some novel idea. It's just an annoying anticlimax that makes the game feel incomplete.
[b]Note: video review embedded below.[/b] Though it was likely intended to create a sense of isolation, what Inescapable’s lack of music did to me was give me ample time to think. Within its audio void, it became easy to see Inescapable’s various parts, how they fit and why they were there. And as I observed and seemed to spend more time analyzing than playing, a pattern began to appear, one which seemed to subliminally cry out “there is no point to any of this.” Inescapable is a game built-in the image of the greats which came before it, most clearly Super Metroid, but it doesn’t know where to go beyond replicating elements that worked in other games. There’s a suffocating sense of routine running through Inescapable, each piece fitting cleanly in its designated space as if that alone gives it a purpose. Monsters populate every hallway and cavern, upgrades section off parts of levels, and backtracking is used heavily as if to create an illusion of larger scale. But why? Why am I fighting so many of the same creature when shooting is neither fun nor gives any reward? What is the point of an upgrade with such a minimally used application? Why are levels so large if there’s nothing within them? I don’t want to say that Inescapable was designed to waste your time, but it definitely feels intentionally drawn out for the sake of it. There is never an end goal to anything you’re doing beyond continuing to explore, to collect, to fight off the incessant monsters whose only real crime is forcing you to stop every few steps to take them out. It’s as if the game desperately wants to keep you playing to give it more time to find the reason you’ve been forced to run around so much. It doesn’t find it though, and what’s been put in place is such an earnestly fabricated attempt at relevance that I just wished Inescapable had come out with it at the start and saved us both the needless journey. https://www.youtube.com/watch?v=wndCJ8wcoCA [b]You can read more of my writing on [url=http://kritiqal.com/2015/03/08/inescapable-review/]Kritiqal[/url].[/b]
I can recommend playing Inescapable, so long you understand several very important things about this title. First, despite the visual similarities, know that this is [i]not[/i] Super Metroid. A comparable situation would be like saying a triple decker sandwich is proportional to a single slice of lukewarm bologna. Second, this game is very short, and I would suggest not even playing unless you have ample time to finish it in a single go, because, third, there is no map (or hidden collectibles). Even though the game’s world is relatively small, I imagine most will simply give up upon booting back up and realizing that they can't recall where they'd been. And that would be a shame, because once you get past the fact that the supposed similarities to Metroid don't really exist past the visuals, you will still find a competent and mysterious adventure that ends long before it has the chance to overstay its welcome. To better explain what this game is, lets again bring up the beloved Super Metroid. Now, remove the myriad of hidden hallways, collectibles and bosses, remove the enemy variety and all music, remove all but a few non-linear pathways, and cut the world into, oh… 1/5th the size, if even that. Now, you might have an idea of what to expect upon starting Inescapable, an [i]inspired[/i] take on the metroidvania style. As bad as the all of the above may sound, know that I enjoyed my time with Inescapable, as brief as the 2 hour journey was. The game is [i]very[/i] “indie”, with only a handful (read: 3) of enemy types, lack of weapon variety beyond a pistol and variant thereof, and whose combat consists solely of ducking below enemy bullets. Worse yet, there are doors that can only be opened upon finding the proper jewel or thingamajig that fits a slot, and so backtracking becomes an integral part of the experience. You may understand now why completing this title in a single sitting becomes paramount, as “misplacing” that blasted door was will undoubtedly infuriate, and the likelihood of such an error may lessen if you’ve yet to pause your journey and allow forgetfulness to set in. What story exists is told through snippets of dialogue found through interacting with computers, murals, plaques and the like, but it’s typical sci-fi nonsense of “ancient alien power” and man’s greed. What gets me most, in regards to the story and this title’s aforementioned [i]Indie[/i] quality, is that this story doesn’t end, or rather, there is no ending. In typical indie nonsense fashion, the game ends with a “deep” quote and a [i]The End[/i] screen. The story sees no resolution, and the player receives no reward for their work. So why, then, the thumbs up? Simply, the journey was enjoyable, and the lack of resolution to the meager story did not diminish that feeling. The world that you explore, as lacking as it may be, and the adventure it brings ends before it becomes stale. Lack of a proper conclusion in favor of a silly quote screen notwithstanding, I enjoyed this short title for what it was. And if you can forgive the lack of a proper finish (and that it sure as hell isn't Super Metroid), as I did, you will likely look fondly on your time with Inescapable.
Thought I'd write a quick review since I just played through this this weekend and it has shown up in another bundle. I want to like Inescapable more than I do. I followed it for a while during development because I like the retro graphics and "metroidvania" always gets my attention. But this is not a metroidvania. It's a rather linear experience of fetching a relic, back-tracking, and opening the corresponding door. Lather, rinse, repeat. Oh, and that back-tracking? That's about 75% of the game. Not exploring and the sense of progression you get with a true "metroidvania", but endless back-tracking. And there is no map, and most of the backgrounds are just palette swaps. So you will get lost. A lot. Also, no music. Which I didn't mind because the ambient sounds helped set the mood. No story either. There is some vague, generic sci-fi stuff going on. But it is never explained. And then the game just ends. Seriously, the least-climactic, most unexpected ending I've ever experienced. That being said, there is still something about this game that I like. I won't recommend it at $5, but since you can get it in a bundle like I did, it's worth a shot. It won't take more than 2 hours of your time. Probably the least helpful recommendation ever. "It's not good, but I recommend it" isn't exactly a ringing endorsement.
This is a mild recommendation with some hesitation. Inescapable is a short (90-120 minute) puzzle platformer in the basic style of a Metroidvania (new areas are unlocked as you get upgrades or items). I would say its look is inspired by early PC or Amiga games, its tone is inspired by lonely sci-fi like The Dig, and its platforming is inspired by games like Flashback, Blackthorne, or Prince of Persia. I liked all three of those things and that's in large part why I'm recommending the game. It tells the story of a mining company ship that crash-lands on a planet and what your player character finds on the surface. Combat is a secondary focus, primarily you just platform and solve puzzles. My hesitations: The game's default control bindings on a controller are poor, so you'll want to rebind them. The game is short and ends somewhat abruptly. The controls don't quite have the precision they need for some of the late game platforming. But the serious limitation is that the game does not have a map or minimap--for a Metroidvania, this is a problem. Often times, I'd get a new item and say "okay, I need to go find this room to use it"... and then spent a while trying to actually find the room. This could have been mitigated if I kept a paper map, but I didn't because I didn't know I'd need to until it was too late. I disagree with some of the feedback from other reviews: At the time I played the game, it did not have unavoidable fall damage for most of the game. Items were always clear to me. I just wanted to end with a little discussion of the plot or theme. The ending is basically an extended quote from David Foster Wallace about the nature of heroism. I did find it interesting, and it did connect to the game in a tangential way... but I couldn't help but feel that the game could do more to earn this critical perspective. It's a pity, because I really liked the text and lore throughout the game and wish there were a little more of it, building towards the ending. At the time I played the game it did not have achievements or cards, so playing the game is a one-and-done. Again, my verdict is a very mild recommendation and I recommend you read carefully to understand whether you'd like the same things about it as I did.
Things not conductive to a good Metroidvania experience: 1. Unresponsive controls. 2. No map. 3. A weak inventory system and no idea what items do until you have used them. 4. Instantly kicking you back to the menu when you die to one of the many instant death instances. 5. Unavoidable fall damage. 6. No ability to look down in a game filled with spiked death pits. 7. Unavoidable fall damage while falling between instant death spikes in a game that kicks you back to the main menu when you die. Oh yeah, and you can't look down so it's all trial and error. Seriously, is this a Metroidvania game or a slow, unresponsive, and utterly annoying Super Meat Boy? All told, I kind of dig the old school graphics and the story (what little there is) seems interesting, but I can only replay the same sections so many times trying to memorize really annoying death laden jumps with unresponsive controls for so long before I have to admit that I'm not having fun. If this game had the ability to look down I would recommend it despite the bad controls, but as it is the bulk of the gameplay is just repeating the same thing over and over while you try and overcome bad controls and bad level design.
If you're looking for a metroidvania, stop, close the page, and don't look back. If you're looking for a good game, rinse and repeat. If you're looking for tedious garbage that lasts 2 hours then you've found the right place. Inescapable's page asks the questions of "Unravel the mystery uncovered by a remote interplanetary mining operation. What did they find? What threat does it pose? And ultimately, what does it truly mean to be a hero?" None of those questions are answered. You "explore" this planet in what is pretty much a straight path majority of the game. Other times it will acknowledge you picked up an item and ask you to return to another previous location 10 minutes away because it happens to open a door that lets you pick up another item. You'll also occasionally complete braindead puzzles that required you pressing a switch and then continuing on your way. The creator seems to have played a Metroid or Castlevania sometime in his life and decided to make a game about it without realizing what makes those games any good. In those games you usually picked up upgrades that had a meaningful impact on your movement or how you dealt with enemies. In this game you acquire 12 total grenades off random bodies throughout the game and a spreadshot gun that depletes your suits energy/health every time it's fired. Besides that you'll be running around with an average gun majority of the time shooting the same enemies for 2 hours. There is 3 different enemy types. There is a regular mutant, a flying mutant, and about 3 enemy soldiers you fight in the game. Take that regular mutant and change it's size and color palette and that's 95% of the enemies you will be killing in this game. Now another one of the things that makes Metroid and Castlevania good is they include a map and each area is very distinct so you always have a feeling of knowing where you are. There is about 5 or less different tilesets in the game. Majority of them are present in the screenshots provided on the page. There's rocks, lab looking stuff, temple stuff, metal stuff, and I can't honestly think of any more. Majority of it is just different colored rocks. I think it's an accomplishment that a single guy made this, but I can't believe no one told him to maybe make the game fun or interesting. The only thing that could be construed as interesting in the whole 2 hours would be the broken up narrative that you get from reading tablets throughout the game. It's to be believed that this planet you crashed on was being dug up and researched by some group of people we don't care about. We're to believe they found an old ancient civilization that had a secret thing no one has ever discovered. This secret thing had a lot of power and was cool or something so people wanted it. I might be wrong in my synopsis, but it's not like it really matters when at the very end you don't even get an ending. It mocks you instead. You put the final item in an old tomb, the game cuts to black, and then shows a shot of planet you're on. You are then presented with a completed unrelated quote from an author named David Foster Wallace. The quote tells you how your childish entertainment was just that. It was childish entertainment. It was theatre, smoke, and mirrors. It was all meant to excite and gratify an audience. In reality though, there is no audience. There's no one to clap for actual heroism. The ending is a slap on the face to anyone who might of bought this. If I were to take a guess, the creator might of enjoyed the authors books and this quote. He also might of just needed a quote that talked about how entertainment is meaningless that could also be construed as why do you need an ending. I imagine the guy working on this didn't know where he was going with the story while writing the three pages or less of text in the game. He then realized at the last moment he needed an ending to his 2 hour affair. He then couldn't think of one that left the audience reasonably satisfied and maybe one that also left them a few questions so they could possibly theorize what was going on. Instead of thinking of an ending like that, he decided to just go with a quote. Again, a quote that basically said that you completed the game and because of that, you don't deserve any praise and contentment you might of gotten from a real ending. I hope the guy who created this takes his skills and applies himself to another endeavor, but actually gets feedback throughout his process to realize what makes games good and fun. I hope the creator can learn how to make a video game engaging and enjoyable. Maybe then he could go on to make something that actually is like a Metroid or Castlevania. Still, looking at this overall, I'm left with disappointment. It had the possibility of being a tightly packed metroidvania that lasted a few hours, but instead we got a straight path through the same rocky areas and fighting the same enemies for 2 hours. The only thing I think I enjoyed about the game might of been the art and animation on main character, but that is not enough for me to care about this game. Ultimately, it's just a bad indie game that could of been much better if the creator put more time into it and actually had feedback on what makes video games fun. Also, a side note. Most of the reviews in the description of the game are either badly written, misleading, or links to a random person on tumblr who doesn't know what he's talking about.
Wow. This was certainly...an experience. In a good way. This game seems to have a terrible review score, but 2D platformers with an exploration focus are my thing, and I had the game in my library, so I tried it out anyway. Besides, it's just 3 MB in size. It did not disappoint me. I just finished this game. I enjoyed this game. Well, as much as "enjoying" is a word applicable to a pretty darn tense horror game. And yeah, it's not (yet?) tagged Horror but I'd call this a horror game. I guess that's the only vaguely spoilery thing I'll tell you. But maybe this will help you not go into this expecting Super Metroid or something, as it seems some people did. Sure, the game is something that you can finish in an evening (though I suggest late night for best results), and there's no replay value besides speedrunning it, but...this was like watching a movie that leaves you with a lot to think about. Again, in a good way. Incidentally, I'm usually really into game music, but this game completely lacks music. But I'm also into the atmospheric "feel" of in-game environs...and despite (or due to?) the lack of music, this game delivers its sense of atmosphere quite effectively. So I didn't mind the silence. It just made the experience that much more striking. (This was somewhat reminiscent of this other exploration horror platformer called Holdover.) Also, the game lacks an in-game map. I'd normally complain about this but the game world is just the right size that you should be able to remember where you've been -- especially if you're going to finish this in one or two sessions. A few technical/design comments: * There's one place where you can potentially get yourself stuck in a nook behind a door you can't open. Not very good design, but you can easily reset the room by quitting and continuing from the autosave, which takes less than 10 seconds. The game autosaves every time you enter a room. So try it again and do something more clever. * If you've just barely entered a room, you can't immediately re-exit it the same way. Step outside of the doorway like an inch or so and then you can go back through it. Doesn't much affect gameplay though, so it's only a minor problem. * The game BSOD'd my computer (Win8.1) when I closed it after finishing it. Given what happened in the story, though...it felt fitting. Heh. Tried closing it a few more times, including re-finishing the game, but it didn't crash again. I can't replicate this. Spooky. (Disclosure: I bought this game as part of the Indie Gala Greenlight Bundle.)
Update 2: Here's the updated version of this game http://store.steampowered.com/app/382130/ [b]Update: It looks like the developer is remaking the game with the help of several others. (Including one that worked on Ninja Gaiden and another on Guilty Gear.) I would definitely hold off and see if the remake "Exile's End" is as good as they are making it out to be. Varied monsters, music, redesigned levels, and (hopefully) a map system could make this game worthwhile. Source: http://www.polygon.com/a/life-in-japan/Exiles-End[/b] Original: This would be a fun 2hr Metroidvania-ish game but it really [b]needs[/b] some kind of map system. Most of the challenge in the game comes from wandering around the world trying to find that room you saw before. Unfortunately the level design is poor and bland so you won't get much help from the repetitive scenery and layout. There is no music in the game and the few sounds are annoying/repetitive enough that I played half of the game with the audio off. The lore and storyline are interesting enough, it feels like the game is building towards something great. Suddenly the game ends with an interesting quote on the screen--it would be thought-provoking but feels like it was just thrown in there. The ending quote feels like they couldn't figure out how to tie in their storyline to the quote and just threw it in anyways.
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