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Hands up how many people actually own a copy of the first Exit?
Well, shame on you! Despite being released early in the PSP's life
cycle and despite the PSP being oft derided for its lack of original
series, and despite the well above average review scores,
Exit never sold as many copies as it deserved to - particularly
in the UK. Gamers have no reason to grumble about the glut of ports
and hand-me-downs now though, as developers Taito and publisher
505 Games are offering a chance at redemption by releasing a follow-up
to the original Exit, cunningly entitled Exit 2.
The
game's Japanese name Kangaeru Exit (or Thinking Exit when
translated into English) better sums up the difference between the
two games - the latter is focused more on solving puzzles rather
than the action and platforming of the former. That's not to say
the first game was all rush 'n' tumble and this one is as action-oriented
as a sedative though - in fact, there are many similarities in this
sequel, it's just that it focuses more on the puzzle side of things
this time out.
Playing
once again as Mr. ESC, a professional escape artist with a serious
addiction to coffee and a double helping of style, you must traverse
the 100 levels, making your way to the exit while rescuing trapped
people and animals en route. Often you will need to enlist the help
of these companions in order to solve some of the trickier puzzles
that confront you. With a little bit of forethought, planning and
exploration, it becomes relatively easy to work out how to escape
- but it becomes exceedingly difficult to actually do so with all
your companions in tow, and in the shortest time possible, in order
to achieve a perfect score. Despite being played on a flat 2D plane,
the graphics have depth thanks to being rendered in 3D, with Mr.
ESC and his similarly silhouetted companions being reminiscent of
Chinese tangrams, all moving with a Prince
of Persia level of fluidity and panache.
Not
only that, but Mr. ESC himself is fairly nimble. He can run, jump
gaps, hang, drop, crawl...in fact, practically the only things he
can't do is push large boxes, crawl through small passages and climb
up ropes. For that, he can call upon his companions, who now exist
in a wider variety than before. Young adults can do almost everything
that Mr. ESC can, except swim. Larger adults are slow and heavy
and cannot jump very well, although they are powerful and so they
can push heavy boxes. Macho adults can climb up ropes and haul large
adults on top of boxes all by themselves. Children can climb through
small gaps but cannot swim, whilst dogs can jump long distances,
swim and pick up objects, but cannot use them. There are also injured
companions, who cannot do anything useful other than be dropped
on switches and thus must be carried around the level. All in all,
there's a well-rounded bunch of characters with a decent distribution
of abilities, but they all need to be rescued first by finding and
touching them before they join up with you and follow you around.
The
levels themselves wouldn't be very puzzling if there wasn't anything
to prevent you from finding your way out, and thus there's a host
of obstacles that block your path - large gaps, fire, water, doors,
drops and icicles, to name but a few. Each can be negotiated or
avoided through judicious use of your companions and the items on
offer throughout the level. Pressing or treading on switches sets
off fire sprinklers, activates elevators or opens doors. Picking
up keys, ropes or pickaxes enables you to use these items at the
appropriate time to knock down icicles or crumbling walls. Even
the fourth wall is neatly broken when Mr. ESC shrugs at the camera,
should you try to use an item at the wrong time.
Only
one item can be carried at a time and so there are instances when
you must direct your companions to pick up the slack and carry objects
and injured parties. You can also take objects from them, should
you be standing close enough; however, in certain circumstances
it is advantageous to let them use the objects themselves. They
can only follow simple instructions though, and their stupidity
will sometimes make you wish you could leave them behind, give up
and head for the exit without them! Whilst your companions do not
do anything to put themselves in obvious danger, asking them - for
instance - to do something on a different floor than the one they
are currently on seemingly perplexes them every time, even if the
escalator is only a few meters away. It's no wonder they are in
difficulty and require Mr. ESC's assistance!
These
problems are only exacerbated by the clunky controls, which leave
a little to be desired. The d-pad moves Mr. ESC directly, with the
right shoulder button causing him to run. Moving the analogue stick
displays a pointer with which you can look around the level (for
a short distance from Mr. ESC) as well as allowing you to direct
your companions. Clicking on them with triangle button and then
clicking on where you want them to go is typically all that is required
to get them to move. Clicking on an object causes them to use or
push it and holding the triangle button causes them to continually
push something as far as they can. The right shoulder button speeds
up the pointer movement, whilst pressing the triangle button at
the same time cycles through your companions. The combination of
going backwards and forwards between d-pad and analogue nub whilst
holding the right shoulder button and pressing and holding triangle
requires a feat of nimbleness and dexterity to rival Mr. ESC himself!
Keeping
an eye on the time is all-important, as each action that's performed
eats up a precious few seconds. You can run, which is obviously
faster than walking, but stopping takes a little longer. Climbing
ladders or ropes delays Mr. ESC, as he positions himself first;
the same goes for heading up and down stairs or escalators. Hauling
himself onto blocks or hanging down before dropping also takes time.
Unlike your typical fast-paced platformer, each action cannot be
interrupted and thus you must wait for the animation to finish before
you can carry on. For the perfectionists, achieving top marks is
very much a case of getting everything exactly right through trial,
error and several plays through, until the level becomes instinctive.
For the rest of us though, simply completing the level with a reasonable
score is enough of a victory.
All
of which leads to another minor quibble with the game - the repetition
required should you make a mistake. With a distinctive and fresh
visual style, replay is often not a problem, but even if you are
not trying to achieve a perfect score, some of the puzzles are difficult
and complex. Whilst the time limit is generous, it is possible to
become stuck and impossible to complete a level without a restart.
Should you be nearing the end of a level, only to make such a mistake,
you thus have to replay the whole level again, thanks to the lack
of any checkpoints. Another problem along a similar vein occurs
with the audio, which, although fine in short chunks, repeats too
much and soon begins to grate. None more so then when one of your
companions continually cries out for help. At times like this you
almost wish that 'strangle' was an action Mr. ESC could also perform!
At
the end of the day though, we should be thankful that the developers
decided to plough their resources into devising another 100 fiendishly
difficult levels. And if that wasn't enough, it is also possible
to connect to the Internet and download another 70 levels. At long
last PSP developers are beginning to address the issue of downloadable
content with some regularity - and long may this trend continue.
Exit
2 is a great cross between a puzzler and an action game that's only
slightly let down by its controls. If you missed it the first time
round - well, what are you waiting for? Who knows - maybe we'll
actually start seeing some more original and fresh content on Sony's
handheld. Yet for all its glorious uniqueness on the PSP and, as
much as I hate to say it, maybe the controls would be better if
they were point and click. Isn't it about time the DS had some ports
and hand-me-downs too?
Reviewed by Dominick Hardy for AceGamez (All Rights Reserved).
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