
Waking up in a boat in the middle of the ocean, you realize that you have lost your memories. In the distance you can only see an island and the answer is somewhere faraway. It feels like in a prison here. Sometimes you see the silhouette of a beautiful girl and she is leading you somewhere.
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Languages: English, Russian, French
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[b]mystic escape: diary of a prisoner[/b] is a lo-fi 1st-person point & click adventure with a japanese setting and a narrative that kept me interested despite some clunky controls and frustrating puzzles, and as it turns out, almost zero payoff without finding all the collectibles. you wake up on a boat, not knowing where you are, how you got there and what happened before. noticing a glimmer in the distance you decide to investigate and end up on an island full of puzzles. plenty of variety through the [b]11 chapters[/b], each with its own prominent puzzle type (laser redirection, jigsaws, lights out, etc.) and many others to mix things up even further, though as always, I could've done with fewer rotating ones. some are typical, well-known brainteasers, some are lesser-known, and [b]none of them involve timing or quick reflexes, and there are no musical puzzles[/b] either. I like mechanical puzzles, stuff like [b]the room series[/b], for example, but for some reason [b]many of the puzzles here didn't click with me[/b] and often I couldn't even figure out how to solve them. [b]only origamis can be skipped[/b], and maybe it was my mood or impatience at the time, but I found myself turning to the [b]built-in hint system[/b] more often than I would've liked. it straight-up shows the solution for the current area or puzzle, you can pause and fast-forward, but a few hints first would've been preferable. most of the chapters are fine, but 6 and 7 were the lowest points for me. the former laser redirecting, and a lot of it, the latter ring puzzles, also a lot of them, to be solved without all the information on-screen. you're standing next to them, with the pattern to recreate by rotating the rings somewhere off-screen, and the inside of the rings wasn't even visible without constantly moving back and forth. inside view got added to the bottom right corner on request, but I still found these really tedious. speaking of back and forth, [b]controls are a bit iffy[/b]. it's your typical pointing & clicking to get around and interact, right click zooms out, holding left click over an item in the inventory embiggens them and you can rotate them, but [b]movement and camera angles caused me a lot of frustration[/b], sometimes I wanted to move and interacted with an item instead, or vice versa. using items isn't by dragging them around, click once in the inventory to select them, then again wherever you want to use them. it's fine, just a bit different. iffy controls are especially problematic when it comes to [b]collectibles, which are mandatory for the real ending[/b]. each chapter has a few, noted on the level select screen. you have to find pieces of paper to reveal a location somewhere in the level that might be tricky to find and properly click on too, then often open a hidden compartment and grab a fragment. chapters can be replayed individually, and once you finish them, no need to restart, [b]you can go back to the last checkpoint where most of the level is still accessible and hunt down the missing ones[/b]. [b]progress is saved if you quit mid-chapter[/b] and a bunch of quality of life features got patched in right before release, separate volume settings, x/y axis flip, etc. and windowed mode and resolutions are available via the unity launcher. I haven't said a lot of positives about the game, but I liked the graphics, the audio and the narrative, some of the puzzles were fun as well, but it wasn't as enjoyable on the whole as I'd expected. some puzzle types were really frustrating and overstayed their welcome, but I'm sure many people will find them fine and have a better time than I did. and since I kept missing collectibles, and around the middle gave up on them entirely, the lack of a proper ending left a sour taste as well. if you're intrigued by the look of the game or the puzzles and don't mind somewhat clunky controls, give it a shot, [b]it will keep you busy for several hours, even more if you go for all the well-hidden collectibles[/b], but I think the full price is a bit much, so maybe wait for a sale.
MYSTIC ESCAPE : Sur un concept Casual clairement assumé d'Escape Game réparti sur de nombreux niveaux de plus en plus longs et difficiles, Mystic Escape (ME) offre avant tout un excellent jeu de réflexion, à la croisée entre The Witness, Returner 77 et The Eyes of Ara. Les graphismes extrêmement minimalistes sont rapidement un atout qui donne une patte bien spécifique au jeu, tout en lui permettant de fonctionner sans aucun soucis sur les plus petites configurations. Intégralement géré à la souris, ME fait partie de ces excellentes surprises dont on n'a pas entendu parler, et qui propose un grand plaisir de jeu aux aventuriers amateurs de puzzles. Ici, le scénario demeure très simple et sert essentiellement d'alibi pour poursuivre une quête de mémoire perdue, agrémentée de courtes animations par le moteur du jeu récompensant l'avancée du joueur. Mais l'essentiel demeure bien la résolution d'énigmes qui parsèment le jeu, chaque niveau ayant son propre puzzle récurrent. Pour le reste, ME tourne autour de la collecte d'artefacts, d'observation pour résoudre des puzzles étranges aux symboliques mystérieuses, et la récupération de petits fragments cachés dont des feuilles de papier tout aussi cachées indiquent la position. La navigation se fait par points d'observation à 360° qu'une caméra chemine dans un mouvement fluide mais dirigiste : le joueur ne peut donc pas aller où il veut avec précision, mais cela a le mérite de lui éviter de se perdre n'importe où, ou trouver le moyen de se bloquer dans un endroit sensé être inaccessible. Le français est présent (sous-titres) et le jeu lui-même est principalement défait de toute notion linguistique (hormis pour les animations sous-titrées). Le menu, en français, épuré comme l'ensemble du jeu, propose de son côté de choisir le chapitre à reprendre (pour ceux qui ont déjà été débloqués), tout en conservant l'avancée dans le niveau en question (je craignais de devoir tout refaire si le niveau était quitté sans être fini, mais non : il est possible de le reprendre là où on l'a laissé, tout comme le reprendre depuis le début si on préfère). Extrêmement utile pour récupérer des fragments oubliés dans les niveaux précédents. Petite chose qui fâche : les bugs. Très peu nombreux heureusement, ils demeurent légèrement présents dans le puzzle du deuxième niveau (le tangram de papier plié), où les formes bloquées en "vert" peuvent se mettre en premier plan, empêchant le joueur de pouvoir déplier ce qu'il vient de plier (on peut à tout moment remettre le puzzle à son stade de départ). Mais une option est astucieusement ajoutée : pouvoir passer-outre le puzzle sans avoir à le résoudre. Une excellente idée qui évitera aux joueurs peu patients de poursuivre l'aventure sans craindre d'être bloqués par les énigmes complexes. Inspiré aussi des jeux de puzzles tactiles à la The Room, ME utilise la souris comme un doigt : cliquer pour avancer, mais clic et maintenir permet de tourner certains éléments du décors, déplacer des plaques, ouvrir des serrures, ... Il convient donc de tout essayer pour découvrir quoi faire, car à quelques moments, le joueur peut se penser bloqué alors qu'il n'a seulement pas compris les mouvements à faire à la souris et les zones d'interactivité à l'écran. Une aide est implémentée dans le jeu via un point d'interrogation constamment présent, afin d'éviter de rester bloqué si les idées ne viennent pas. Héritée de la version Mobile, cette aide est ici la version "déverrouillée", et donc illimitée, de l'aide habituellement sanctionnée par des publicités ou un paiement optionnel dans ce type de jeux. Le reste de l'interface se résume sobrement à une frame verticale à gauche, pour l'inventaire rarement rempli d'artefacts trouvés et à utiliser peu de temps après leur découverte. L'ambiance du jeu est très prenante, calme, à l'instar de la plupart des mystlike. Pas de chrono, pas de stress, rien qui soit agressif ou choquant. ME est parfaitement adapté aux joueurs de tout âge, pour peu qu'ils soient capables de comprendre les énigmes et les résoudre. Tout est ici épuré, voire rudimentaire, mais dans cette esthétique aux polygones coupés à la serpe et aux couleurs sommaires, la magie opère parfaitement. C'est un plaisir que de plonger dans ce jeu, même si la partie a été laissée depuis quelques temps : la forme Casual de ME rend ce jeu facile à reprendre, et sa segmentation en chapitres/niveaux indépendants permet une bonne rejouabilité (pour peu qu'on veuille par exemple récupérer des fragments ou lettres manquées précédemment). ME est un jeu disponible sur Steam, mais qui existe déjà sur les plateformes mobile dans une version contenant gratuitement les 5 premiers niveaux (ce qui donne déjà pas mal de temps de réflexion). La version Steam est proposée à un tarif particulièrement attractif pour un jeu PC de cette qualité. C'est donc sans hésitation que Mystic Escape rejoint la petite liste des excellentes surprises. La présence de trophées/récompenses Steam aurait été un plus, comme l'absence de ce petit bug dans les tangrams. Mais ME demeure le genre de titre qui, sous des airs simplistes, offre un très grand plaisir de jeu et des challenges intellectuels très sympathiques (mais pas infaisables malgré tout). Graphismes : 13/20 Très simplistes, sobres, ils participent malgré tout à la magie de l'ambiance et permettent de jouer sur de petites configurations Musique : 12/20 Discrète, c'est avant tout une atmosphère bien en phase avec le reste du jeu et qui plonge d'avantage le joueur dans le mystère Enigmes : 15/20 Point fort du jeu, les énigmes sont variées et se résolvent par observation et bon-sens Scénario : 12/20 A le mérite d'exister, même s'il est un alibi à la succession de puzzles. La narration en animations demeure très plaisante et gratifiante. Durée de vie : 12/20 Plus long qu'on pourrait le croire, les tableaux de plus en plus vastes et complexes laissent présager de nombreuses heures de jeu Gameplay : 15/20 Classique, entièrement à la souris, mais techniquement irréprochable et aux possibilités variées. Intérêt du jeu : 14/20 Mystic Escape a tout du petit jeu sans prétention. Loin de s'estimer un Grand jeu d'aventure, il met pourtant la barre assez haut, dans des challenges très sympathiques qui donneront parfois du mal aux amateurs du genre. Un jeu qui mérite de sortir de son cadre d'Escape Game pour rejoindre les jeux de Réflexion dont une bonne partie des aventuriers sont friands. Un petit bonbon vidéludique acidulé qui fait son job de divertir agréablement et intelligemment.
Mystic Escape - Diary of a Prisoner is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. The game is a simple low poly "adventure" game where you tap on your iPhone screen to look around various environments, finding inventory items and using them to solve simple puzzles designed for mobile gamers to be able to understand. Ugh. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the 1990s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the game was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected in the general public reception. At the time of this review, SteamDB shows the game only ever reached a peak player count of only 4 players. That's right, only 4. This is a pitiful enough number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam, the overwhelming lack of interest in the game is remarkable, but also to be expected. This complete and utter rejection of the game from gamers should be a keen information point for anyone considering buying shovelware like this. Gamers just didn't take this seriously, and for good reason, PC gamers don't like mobile trash. Once more we see greedy mobile devs trying to scam PC gamers. On Steam, this is $10 USD, on app stores, it's free. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay a whopping TEN DOLLAR premium for a free mobile game just because it's been lazily dumped on Steam. This is unacceptable disrespect for PC gamers. Because this can be played free elsewhere, and because of the other defects, it's impossible to recommend. Who do they think we are?
Definitely a thumbs up for me. At first, it's confusing what exactly you're supposed to do and how the controls work but once you figure that out it's smooth sailing from there. The puzzles slowly become extremely addicting and some very frustrating (my favorites were the magnifying glass dot ones and the light beams). I also really appreciate the inclusion of the hint system and that skip button for the origami - because those are brutal! The length of the game is great for the price as well.
You know what, I had fun playing this game. And maybe in this cruel and broken world, that's all we can hope for. [b]Pros[/b] - unique puzzles (like origami) - yogi bear cameo - mega64 camera work - lofi japanese aesthetic - well balanced difficulty - modernist plot [b]Cons[/b] - too much origami - no ending - pixel hunting - finicky movement - puzzles you don't understand even after you've solved them - puzzles that don't register as correct even after you've solved them
[quote][url=https://store.steampowered.com/curator/9686972/]Follow "[b]First Person Exploration and Puzzle Games[/b]" for more games like this![/url][/quote] It's alright. It's like an extremely low budget version of "The Room". Like "The Room" games, there's no instructions on what to do, but that's fine because there are plenty of contextual clues. And also similar to those games, some of the puzzles are pretty good, and others are really bad, but that's fine because there's a generous hint system in place. If you've played all "The Room" games and are itching for more, I'd say this is worth a shot.
Puzzle after puzzle and then more puzzles. A puzzllrr's dreamscape. Some unique puzzles incorporated. (e.g. Origami). Recommend to puzzle lovers. I liked this game alot. Also has good length of game play. HELPFUL HINT: Be sure to find the small papers and subsequent mirror shards as you go along.
Enjoyable except for the origami puzzles. I had to quit playing altogether. Tedious despite the hint videos.
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