Escape Plan has easily been the most intriguing PlayStation Vita launch title on the plate. An all-original property with a deliciously unusual art style, this touch-based puzzle game has long looked like a fantastic way of showcasing the Vita's multiple interface options. That, and its two monochrome heroes look far too cute for their own good.
It's just a shame that Escape Plan had absolutely no ambition outside of being a tech demo. A tech demo that doesn't even work correctly most of the time.
Escape Plan (PlayStation Vita) Developer: Fun Bits Interactive Publisher: SCEA Released: February 14, 2012 MSRP: $14.99
Escape Plan is the tale of two fittingly named protagonists -- the diminutive Lil and his hulking ally Laarg -- as they attempt to escape their nefarious captor, the masked Bakuki. Fragile and lacking in spatial awareness, our heroes require outside assistance with plenty of environmental manipulation if they're to avoid being recycled and turned into mindless minions.
Almost everything is interacted with using touch controls on both the screen and rear pad. In order to make Lil or Laarg walk, you swipe over their bodies in the desired direction, while simply tapping on them will cause them to stop. Various environmental features, such as bricks, platforms and elevators, can be manipulated in the same way. For instance, if a brick is in Lil's way, it needs to be tapped out of his path, otherwise the short-sighted prisoner will trip up and smash his stupid face in. Meanwhile, objects such as fans can be spun around with repeated circular motions, and electric pylons can be pushed into new positions in order to divert their current.
Some objects can be pushed in or out of the environment by touching from the front or rear. Various platforms sunk into walls will need to be interacted with via the touchpad in order to shove them outwards, although many of these platforms will retract after a few seconds so timing is important. The touchpad is also used to interact with other creatures, such as sheep that can be herded with rear swipes, or enemy minions that will respond to sounds created by tapping behind walls. Goading these creatures around the map will be integral to a number of puzzles.
Lil and Laarg use their differing physical forms to perform unique tasks. Laarg can smash through weak walls or floors by quickly swiping over his body to make him tumble forwards or jump. Lil can drink coffee, which will allow him to dash across short distances when squeezed using the touchscreen and touchpad simultaneously. He will also be able to inhale helium and inflate his body, allowing him to float upwards in a direction dictated by tilt controls. Squeezing an inflated Lil will have him fart out a bit of air to change his trajectory, eventually losing enough to gracefully float to the ground.
Escape Plan is broken up into a number of one-screen stages in which our heroes enter through one door of a room and must exit through another. Strangely, a large amount of these rooms feature just one protagonist, with Lil and Laarg only sharing stages toward the end of each chapter. Even when they are both present in a stage, they rarely work together to solve puzzles. Most challenges simply have players navigate the two heroes through a shared room in different ways, rather than have them directly interact. Every now and then Lil might be needed to pull a lever and open a path for Laarg, but such instances are uncommon.
At the end of each stage, players are graded on a three-star scale, determined by how long they took to solve a puzzle and how many gestures they needed to do so. This grading system harks back to the kind of setup one commonly finds in a mobile game, and it's not the only similarity. From the simple touch controls, small environments, and brief selection of content available, Escape Plan feels like something that could easily be ported over to an iOS device with very little compromise. The only major difference is that this game costs about three times as much as it would on an iPhone.
This wouldn't be so bad outside of the game's true problem -- Escape Plan just doesn't work properly. Using a touch screen to perform almost every single task can lead to the interface confusing itself -- a problem one would think developers had gotten over by now. For example, if you tap on an object for Lil to interact with, but he's standing to close to it, the game may just start making Lil walk in a random direction. Often, the touch input is unresponsive and won't work at all. Many times have I tapped on something and had nothing happen, even if the screen's ripple effect shows that my finger was definitely in the right place. This is especially aggravating when trying to stop Lil or Laarg from merrily walking over a chasm and into certain death.
By far the worst aspect of the control scheme, however, is its use of the rear touchpad. Escape Plan requires players to be very specific with where they touch, and in certain timed situations where one needs to push out platforms to keep a character from falling, precision isn't possible. I'm not sure if the developers are aware of this, but the PlayStation Vita is not made out of transparent glass, and as such one cannot see through it to note exactly where one's finger is on the touchpad. Often is the instance where you'll be fumbling behind the Vita, desperately hammering to find the one sweet spot that will cause the desired effect. Rare is the moment when this guesswork actually pays off, especially in later levels where players only have a second or two to make the right move.
Herding sheep around is a particularly infuriating endeavor. These random berks will bleat and wander unpredictably whenever touched, and won't stand still if another sheep draws near. There are a few puzzles that require multiple sheep to stay on pressure switches and keep doors open, but they're so hard to herd around the screen that getting them in place requires blind luck and the patience of a saint.
One could criticize Escape Plan for having simplistic puzzles that regularly insult one's intelligence, but I honestly don't think the restricted controls could handle anything more complex than the remedial assortment of challenges on offer. None of the puzzles are very hard or require much thought, and if one could use more direct, traditional controls, they'd be solved in seconds. Escape Plan's challenge lies not in actually solving puzzles, but in wrestling with the confused, unresponsive, frustrating interface. This is a game that was desperate to show off how clever its control scheme was, but didn't stop to wonder whether the control scheme actually worked.
It's truly disappointing because Escape Plan can be such a charming little experience when it wants to be. The monochrome visuals are stylish, while the creature and environment design is as dark and disturbing as it is adorable. Every now and then, a truly clever, inspired idea shows up, such as leaky gas pipes that need to be physically plugged with a finger, or molten metal surfaces that must be cooled down with rotating fans. Escape Plan occasionally threatens to be the inventive, surprising puzzle game it could have been, but for every good idea, there are two incompetent ones.
Escape Plan never aims to be anything more than a showcase of the PlayStation Vita's touch controls, but said controls are so insensitive and poorly implemented that the best it can hope for is to be used as an example of what not to do when designing a Vita game. Do not expect precise commands to be successfully completed from behind a PlayStation Vita, do not confuse a game with multiple touch commands in one place, do not produce something that could have been made for a cellphone and charge triple the asking price.
Ultimately, however, do not be so damn promising, but end up as such a dismal letdown.
Final Verdict: 4.5
Subpar: 4.5s have some high points, but they soon give way to glaring faults. Not the worst games, but are difficult to recommend to everyone who isn't already a huge fan of this genre or brand.
Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize.
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I played the demo of this at GameStop and was surprised at how shitty it was. I really had high hopes for this game and seeing this review I'm disappointed it sucks so much. Well at least I have Uncharted and Lumines (no system yet though).
It doesn't suck, it just doesn't work for pinpoint controls. It is stupid to make a game that uses it for that.
It works well in Uncharted, where you use the back screen to move an object around to get a good look at it. It also works decently in Dynasty Warriors, where you mash the back pad for various special attacks.
Where it fails is when you've got a small surface area that you have to tap within a few seconds otherwise you fail. You're essentially playing "pin the tail on the donkey" at that rate, and I don't need to spend fifteen bucks to play that.
I'm having a ton of fun with the game. It took me a while to get used to the backtouch but I haven't had any issues since then. I got it down by the time you have to push Lil's cage off the production line. I'd recommend people check out some other reviews. Jim's opinion isn't the only one! I'd usually say this is a given but the comments that seem to act like Jim's word is the final say are a bit silly.
It's a shame, I too was wrestling with controls of this one when I played it. I was hoping that they would have fixed that by then because this game looked so promosing.
Yeah, the *general* positioning can be guessed, but that's my point -- Escape Plan ends up wanting more than general. One particular level has platforms bunched close together that need to be pushed out in a certain timed order.
Yeah ... guess how many times you end up pushing the wrong one.
Okay, I hear what you are saying, Jim. It hasn't been too rough for me, I find that I am able to be pretty precise with it, but maybe it would be less intuitive for others.
Basically, it isn't a problem of the controls not being precise, it is a problem that the back touch may be less intuitive for precise controlling...
Once again, I don't have the same problem. However, I am not a representative of all gaming.
I still encourage others to pick it up, I think it is a great game.
It sounds to me like many are placing the blame on the Vita when in fact it should be placed on the developer. Unfortunately overall game reviews are some of the worst in media as there are too many variables that are not accounted for during the dev cycle.
No ambition passed the tech demo suggests that this could have been the overall approach to the project. However this could also be a factor of a very short dev cycle for the title. Something that in most cases is out of their hands.
Ugh. That's quite a shame, it looked very promising. I guess I'll have to see what other reviewers think.
One problem I'd always had was the art style doesn't really appeal to me. I appreciate what they're doing with the monochrome design, but the appearance of the characters doesn't sit right with me at all, and I'm more of a vivid colour guy. I was hopeful that the gameplay would compensate for my other misgivings. Too bad.
Jim, do you think the precision of the back and front touch in tight spaces might have to do with chubby fingers? Has anyone else at DTOID tried the game out?
I know that I can barely text on today's cell phone keypads because of my big hairy mitts, but my noodle-fingered brother has no problem with it.
"Jim, do you think the precision of the back and front touch in tight spaces might have to do with chubby fingers?"
Nope. Again, I have had no problem with other games. This game is simply unresponsive. As I said in the review, the screen has a ripple effect to show exactly where you touched, so when a ripple happens over an object and it doesn't do what it's supposed to do, I know full well it wasn't a fault on my end.
Nothing wrong with the game, a lot wrong with this reviewer. Same old sad story. A guy who sucks at a game claiming its the game that sucks. Pathetic, really.
Jim I know you have an internet persona to maintain but imagine if you took all the negative energy and channeled it into something productive. Life is short, don't waste your time being nothing but a destroyer.
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!
It doesn't suck, it just doesn't work for pinpoint controls. It is stupid to make a game that uses it for that.
It works well in Uncharted, where you use the back screen to move an object around to get a good look at it. It also works decently in Dynasty Warriors, where you mash the back pad for various special attacks.
Where it fails is when you've got a small surface area that you have to tap within a few seconds otherwise you fail. You're essentially playing "pin the tail on the donkey" at that rate, and I don't need to spend fifteen bucks to play that.
I don't even know what to do with this review, it is just so contrary from my own experience...
Maybe your Vita is defective?
That makes me sad.
For this game maybe, but overall its up to how the developers use it.
Either way, its like the 3D on the 3DS its there, but that doesn't mean its required to be used -devs should keep that in mind.
Doubtful. Had no problems with any other game.
It has the same issues at Phantom Hourglass had. Making a touchscreen do so much at once just doesn't work as far as I'm concerned.
Thanks for the review Jim ^^
Oh no! What happened???
The cage is a simple one. Later levels are way more egregious.
Yeah ... guess how many times you end up pushing the wrong one.
Basically, it isn't a problem of the controls not being precise, it is a problem that the back touch may be less intuitive for precise controlling...
Once again, I don't have the same problem. However, I am not a representative of all gaming.
I still encourage others to pick it up, I think it is a great game.
No ambition passed the tech demo suggests that this could have been the overall approach to the project. However this could also be a factor of a very short dev cycle for the title. Something that in most cases is out of their hands.
One problem I'd always had was the art style doesn't really appeal to me. I appreciate what they're doing with the monochrome design, but the appearance of the characters doesn't sit right with me at all, and I'm more of a vivid colour guy. I was hopeful that the gameplay would compensate for my other misgivings. Too bad.
Simply lol
I know that I can barely text on today's cell phone keypads because of my big hairy mitts, but my noodle-fingered brother has no problem with it.
(notsrs)
Art style looked good, sucks it sounds so un polished and sloppy.
Nope. Again, I have had no problem with other games. This game is simply unresponsive. As I said in the review, the screen has a ripple effect to show exactly where you touched, so when a ripple happens over an object and it doesn't do what it's supposed to do, I know full well it wasn't a fault on my end.
I don't know about the US but here the iPad sure is more expensive and less powerfull than a vita.