The Switch also lends itself nicely to local co-op as well, since you can detach the Joy-Cons and invite a friend to try their luck at escaping with you. There's something very portable-friendly about The Escapists, whether it's the cute little characters or the very accessible (but hard-to-master) approach, and we often found ourselves playing it in portable mode over docked. Now, of course, you can take it with you on the go. And when we say 'all of the content', we mean it, as it's the exact same game copied over onto Nintendo's hybrid console, complete with all the stuff we enjoyed from the PS4 version we initially played for review. Update: The Escapists 2 has just landed on the Switch as well, a version which we've been playing as we revisit all of the content we've already seen. All of this is done without compromising the game's integral challenge, and believe us when we say, that challenge is a big one. The lack of hand-holding, being told where to go, and assistance in escaping is definitely going to grind some gears, but Mouldy Toof Studios has added appropriate measures here to make sure the tools you can use and the options available to you are very clear, meaning it's up to you how you want to use them. There still remains that point to be made, though - it's not for everyone. The visual flair is fantastic, from the different prisoners to the wonderfully amusing prisons themselves, and it's a marked improvement on the first game. Sure, the first one was in a pixelated style (it was emulating a ZX Spectrum game after all), but here a few more pixels have been thrown into the mix, so it still looks cute, but just that little bit more detailed, artful, and colourful. Of course, you still have to, but the game becomes more about remaining undetected while escaping the moving train rather than just planning an escape while freely wandering around a prison.Īrguably the most noticeable improvement with The Escapists 2, jumping from the first to the second, is the visuals. On this very creative level, which is part of the new moving prisons detailed in the below trailer, you're told at the beginning that you're not to go out of your cell or you'll be attacked on sight. The times to wake up in Centre Perks 2.0 and Rattlesnake Springs, for example, are completely different, and in Cougar Creek Railroad there's a completely new approach. This formula doesn't apply to all the prisons (levels) though, as each prison is different. You should also be careful not to annoy too many fellow inmates or prison officers, as they'll also make your life hard for sure. Missing any of these will raise the security level a bit (unless it's roll call, then you'll straight up cause a prison lockdown and get beaten), so you can't just flunk these, meaning balance is a must. As well as free time you also have to work a prison job, eat your meals, shower, exercise, and, most importantly, attend roll call. On top of planning your escape you also have to remember that, as a prison, there's things expected of you, and you can't spend sunrise to sunset scheming and preparing. Spending time to try new things out is encouraged, then, but you don't have to spend huge amounts of time on things if you don't want to. Much more can be done if you want to be a bit more fanciful with your plans, though, as there are things like fake fences, key moulds, and grappling hooks to also make use of. ![]() It's hard to talk about The Escapists and any of its levels without giving clear methods of breaking out of prison away, but by utilising things you craft you can dig underground, dig through walls, cut wiring, and enter ventilation shafts, among many other things, and these are your barebones, obvious methods of getting to freedom.
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