quirky gameplay
posted by frankbot (CHICAGO, IL) Jan 26, 2007
Member since Aug 2006
My only complaint with this game is that the play control is too quirky for a game where time matters. Let me explain...
Exit is NOT an action game; it's a puzzle game that happens to be delivered in a 2D side-scrolling action-like format, similar to Goonies for NES. Each level is played inside a building and common tasks include ascending and descending ladders and ropes, using keys to open doors, and sliding boxes around. The problem is, to perform any action other than walking or jumping, you have to be in just the right spot. To use a ladder, you have to be next to it instead of right on top of it. Finding the sweet spot is often difficult and requires moving back and forth ever so slightly. Once you're on and you begin climbing, your character doesn't respond to commands until they've gotten to the other end. This means that you can't turn back if you realize you don't actually want to be moving down a ladder. The same principle applies to many other actions in the game.
Sure, you could argue that it's all part of the challenge but I disagree. All of this would be fine if you weren't racing against the clock. If the object was simply to figure out how to finish the level regardless of how long it takes you, the quirky controls wouldn't be a problem. But getting the highest score possible seems... I don't know, pointless?
That said, Exit is still a pretty fun game.
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