
New York, 2000......Without knowing how or why, Brian, a student on the verge of graduating from college, is attacked by Mafia gangsters. During his desperate getaway, in the company of a mysterious striptease dancer, he ends up meeting a wide range of unusual characters.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French**languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
point-and-click adventure game in which student Brian Basco and Gina become entangled in a humorous and puzzling story of escaping criminals and searching for a mysterious Native American artifact. ✅I love point-and-click games like this ✅Interesting and engaging storyline ✅Very good graphics, considering this game was created in 2003 ✅Satisfying ending to the story ✅Very good audiovisuals, good music, sound design, and professional voice acting ✅Very good price for the game's content ✅Many colorful and eccentric side characters ✅Good portion of the puzzles are based on logical thinking ❌No option to highlight interactive objects, making some items difficult to find ❌Some puzzles require repeating the same steps ❌Some walkthroughs are sometimes necessary ❌Little variety in locations in chapters 3-6 ❌The main character (Brian Basco) is uninteresting and often naive ❌The game forces a single, specific solution to puzzles, even if there are other logical solutions ✅✅✅ Verdict: [strike] Terrible [/strike] , [strike] Bad [/strike] , [strike] Mediocre [/strike] , [strike] Decent [/strike] , [strike] Good [/strike] , [b] Very Good [/b] (Rating scale for short games, retro indie simulator games and similar) [quote] If you'd like to see more of my reviews, you can find them on my curator page: [url=https://store.steampowered.com/curator/45994324/admin/reviews_manage/]CuratorKingViking[/url] and on my group: [url=https://steamcommunity.com/groups/CuratorKingViking]GroupKingViking[/url] If you have any questions about my reviews, feel free to ask. I'm happy to answer them. All reviews are my own!! Best regards, King Viking Bezimienny, Polish Game Reviewer. [/quote]
[h1][i]“As I walk along, I wonder What went wrong with our love~ 🎶”[/i] ~Del Shannon, Runaway[/h1] If I ever have to pick one single genre as my favorite, it'll be point-and-click adventures. There's nothing more cozy in the world than sitting in a dark room with some ice cream and coffee, trying to figure out what to do next in order to progress. Unfortunately, there was also a major problem with the genre. I know, I know; you've heard this story, like, a million times before. Bear with me, as it's really important to mention. I'll try to keep it short. Yes, it was the Internet. While back in the 80s it was quite easy to pull an all-nighter in order to finally learn what happened next to our man Roger Wilco, once the Internet started to be affordable and at least one kid in class had access to all the walkthroughs out there, it was an obvious fun killer. Which was rather sad, since it was also the time when the genre peaked with games like Monkey Island 2, Indiana Jones and the Fate of Atlantis, Gabriel Knight: Sins of the Fathers, Broken Sword, and others. Still, despite those games being absolutely fantastic, investing in such projects started to be a pretty bad idea. I mean, come on. What's the purpose of an AAA project that can be solved in only a few hours? Doug TenNapel's The Neverhood was a nice example of that. It was a brilliant game that involved claymation, a unique setting, and a one-of-a-kind soundtrack by Terry Scott Taylor. The game was a bloody art. Guess what happened with it? You guessed it! It flopped. It's not like we stopped getting major games at that point; The Longest Journey, for example, did pretty well. It sold 200,000+ copies in about three years (which was quite good for a point-and-click title). How many copies did, say, The Sims sell, though? Almost four million. In just a year. Like I said, the point-and-click genre was in agony. It was pretty obvious that point-and-click games wouldn't last long. Publishers felt that way, the press felt that way, the audience felt that way... Guess who didn't? Some devoted devs. And that, my friends, is finally the time for us to start talking about our game of the day—Runaway: A Road Adventure. Runaway was released in 2001. And as long as we don't count Humongous Entertainment, who were still doing their kid-oriented thing, the genre was considered dead and only small European (also, post-soviet) companies were still making such games. Which were ugly, clunky, and unpleasant about 90% of the time. And technically? Runaway was one of such games too. Technically. See, while being developed by the Spanish company Pendulo Studios (“pendulo” means “pendulum”), it didn't feel cheap. I mean, come on. Thanks to how point-and-click games don't require complicated gameplay mechanics, balancing, or other things, those are pretty easy to make. Because of that, it was often like, “Don't know what to make? Make a point-and-click adventure!” Runaway wasn't like that. If anything, it was exactly the opposite of that. Pendulo cared. Like, for real. The guys loved the genre and wanted to make something real. And naturally, lots of people who were tired of all those clunky games like The Mystery of the Druids and Zero Critical were ready to welcome it. Did Runaway disappoint? Not at all! Heavily inspired by all sorts of movies (from Tarantino's Pulp Fiction to Stephan Elliott's The Adventures of Priscilla, Queen of the Desert), it was... quite a trip, really. It had 3 CDs of content (yes, those nasty things were still a thing); there were lots of solid (not perfect, but high quality) animations, an exclusive song (performed by Spanish band Liquor), six story chapters, etc. The storytelling was also unorthodox for this kind of entertainment (one of the many problems with the genre was that devs didn't even try thinking outside the box)... It was a thing. Runaway sold well (somewhere on The Longest Journey level) and together with April Ryan's game and Benoît Sokal's Syberia, it's considered one of the games that helped to halt the genre's decline. Was it perfect, though? Well... about that. To be completely honest with you, I kind of regretted revisiting this game many years later. See, Runaway was one of those things that shined in the moment but somehow didn't age that well. Back in the day? Seeing a certain amount of quality was more than enough. And it's still there. The game does have that certain aftertaste we all want from such stuff. You can feel Broken Sword, you can feel LucasArts... But at the same time... let's just say a certain amount of clunkiness is still there too. Take the puzzles, for example. Sometimes, those are OK—quite intuitive, etc. But sometimes? Sometimes it's, “[i]How in the name of rotten Cthulhu's butt was I supposed to guess THAT?![/i]” Items that do nothing and some crazy pixel hunting are included. Don't get me wrong, though; I'm one of those boomers who feel heavily against so-called “hotspot highlighting.” That certain thing where you press a button and instantly see all the active elements on screen. You know, the one that's included in, like, every single point-and-click adventure nowadays (I believe it was Simon the Sorcerer II: The Lion, the Wizard and the Wardrobe that was introduced said feature to us in 1995). Personally? Not a fan. I do believe that a certain amount of pixel hunting is important in order for the player to get dopamine. Without it, the game starts to feel more like a chore. Runaway, on the other hand? Even if you feel like me, it [i]will[/i] make you want that “press Tab to win” thingy. The game also makes certain objects reusable, with absolutely no hints or indications about where exactly it wants you to check a certain container again. Our character (Brian Basco, who totally isn't “We've got George Stobbart at home,” lol) says, “there's nothing else interesting in there,” and then boom! There's suddenly a new item in there. Ridiculous. Talking about the characters, by the way: I can't say those are terrible (I've seen much, [i]much[/i] worse in the genre), but at the same time, they are anything but iconic. The whole thing screams Broken Sword, except our lady here is a cringey damsel in distress who does nothing but be “sexy” and ask for help. [i]Eugh[/i]. Broken Sword's Nicole was a [i]person[/i]. Gina Timmins? She's nobody. Again, Runaway did fine and it's [i]that[/i] kind of a story; just... make sure not to expect too much. And that's exactly the problem, I think. When you look back at Runaway from years later (I'm writing this a whopping 25 years since the initial release, and my monitor doesn't even support its default resolution, so I needed to use dgVoodoo 2), it feels like nothing special. Somewhat poor, even (especially since it still has some bugs and, in my case, for example, the game skipped a pretty big portion of puzzles just because I tried to leave the area). Lots of puzzles are questionable, some of the pixel hunting is ridiculous... I already mentioned all that. In other words, while looking at everything good that Steam has to offer, I'm... not even sure I can recommend it. Not in a “[i]Dude! Forget about everything else and go play this one![/i]” way, at least. Still, it's very important for us to remember that Runaway was one of those games that helped to save the genre back in the early 2000s. And it deserves lots of respect for that. And even with all that aside? It's still quite solid. A bit too old-school for a modern audience (again, some crazy pixel hunting), a bit too clunky, and it doesn't look nearly as good as it did in its moment; but still, it's totally playable. Since point-and-click games are anything but long (you can beat Runaway in about four hours if you use a walkthrough or ask generative AI for help), there's always a demand for new ones, so... yeah. Runaway is worth playing. It totally is. Just make sure not to expect too much. It wasn't nearly as good as some of us probably remember.
Я помню, какие тут ужасные анимации открывания рта в диалогах, но непропускаемые ролики совершенно забыл. Кроме того, многие головоломки просто абсурдны. А необходимость таскать в масленке воду через несколько экранов туда-сюда и так раз пять - это просто издевательство. Но в целом квест симпатичный, пускай и несколько глупый. Пусть будет "да".
I'm really torn if I should recommend that. It isn't bad per se, but if I ask myself "If someone asked me for a good P'n'C game, would I recommend this one", the answer is no. It is a nice adventure all in all, but it has many downsides. Starts right at the, well, start. The game only runs in exclusive fullscreen on a tiny resolution. Now it is 23 years old, so that's not too much you can blame it for, but even back then at least changing resolutions or running in a window would have been normal. Older games allowed it. The first one that will hit you ingame is that it has a tendency to tell, not show. The game starts with a guy sitting in a chair just talking about the backstory - instead of showing it. Not only is that quite boring, it also drags on. Many of those sequences show quite little and drag on longer than you'd like, infodumping things you could also have learned by gameplay. Then the game is very pixelhunty. There's no key to highlight interactables and moving the mouse too fast will "skip over" interactable items, and often they are very tiny. So half the time you're stuck you simply didn't see something you could pick up. Another issue is the game being not flexible enough. Even if you know or at least guess at the solution, sometimes you can't implement it because you go at it in slightly different ways than the game intended. One time for example you find a new location and at that location is a thing with a phone number. So you go to the person with communication devices, speak with them, have a topic about the new location and... nothing. So you look elsewhere. Turns out, that person was correct but you have to use the item with them, not talk to them. In a similar vein, something stuck to me where I guessed at the correct solution but the game went out of it's way to dissuade me. It was about filling a huge tank with water. The vessel with which I transported water across 4 screens was very small so the game said "there's a litte water in the tank" after it, no visual difference. Thought I'd try it again, no change in results. Ok rule of three, again. Again no change, same text, same visuals. So I went to search for a bigger transportation method. Turns out I did it exactly right, but it needed 4 repetitions. The game also likes to give you plenty of red herrings. Half the things in your inventory you either don't need, or need exactly once and never again, yet they stay in your inventory until the end of the chapter. Maybe I'm just too used to other adventures but items that outlived their usefulness should be "used up". Some do, far from all. Also some stuff can be interacted with earlier but don't give you anything - until you did something else. Suddenly the desk that didn't contain anything useful contains something useful. A reverse red herring so to speak. This makes some real life sense, you didn't know you needed that item before, but for a puzzle game it's awful. Of course, there's the occasional moon logic and character inconsistencies (not touching that skeleton, eww. That other skeleton tho..) but that's kinda normal for P'n'C adventures, can't fault it too much for that. So.. yeah, all in all not a bad adventure but as you can tell I had my issues with it.
The moon logic and pixel hunting in this game drains the experience for me ;(
Outdated today, but being a point and click game when I was young, it was definitely one of my favourite ones. BUT this one is broken, the original needed multiple CD roms, because of that the game was programmed around that. Today we do not need it, it makes the porting hard and the team did not make a good job on it.
Funktioniert leider im Moment nicht ansatzweise! Nur in schwarz weißen Streifen mit total gestörtem Ton 🤷🏻♀️ egal welches Gerät!
Gute Musik! Verwirrende, unlogische Rätsel, häufig, mit viel Phantasie und viel Einfallsreichtum, Anno 2003!
Such an awesome nostalgic game! Love the early 2000s vibes and the soundtrack rocks!
Muy buena aventura clásica point-and-click de Péndulo y por menos de lo que cuesta una bolsa de pipas que me costo en rebaja renta muchísimo pillárselo. P.D.: Para poner el juego en Español, recomiendo esta guía: https://steamcommunity.com/sharedfiles/filedetails/?id=2859508183
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Big Thinkers 1st Grade | $10.3K | 83 | 88% | $6.99 |
| WhatRogue:Exile Land | $10.3K | 55 | 80% | $6.99 |
| Absurd Story: Back Home | $10.3K | 50 | 100% | $6.99 |
| Escape Gaia | $10.3K | 55 | 73% | $6.99 |
| Slave Lords Of The Galaxy | $10.3K | 59 | 81% | $5.99 |
| All Zombies Must Die!: Scorepocalypse | $10.3K | 82 | 74% | $4.99 |