Their opinion of you also increases, and once you have maxed out their opinion, you can ask them to attack guards and other inmates for you. Inmates will ask you for favors, and will offer you a reward for fulfilling them. Interacting with the guards and inmates is one of the more important aspects of the game. Most crafted items are contraband, so it really sucks when you lose that shovel you spent eight days crafting just because Santiago started a fight with you. Red items are contraband and guards will take them away from you if they catch you with one. Green items are safe, and guards won’t take them away from you. Items names show up in either green or red. I had to wait four days before some dang duct tape showed up. If no one has the stuff you’re looking for today, you have to wait for the next day to see if anything turns up. It’s pretty hit-or-miss in regards to what is available when. Items can be bought from other inmates, stolen from unconscious inmates/guards, or stolen from other inmates’ cells. Just because you know what you need, though, doesn’t mean it will be easy to get. If you have a review to finish (or if you’re lazy) you can also find a crafting guide online, but that’s definitely cheating. The only way to get recipes is by trial and error or calling a hint line on the prison phone. The crafting system is pretty robust, and it refuses to explain itself for free. There are facilities in each prison you can use to increase your stats, like a gym and some computers. In other words, you’re going to want to increase your intelligence early and often. Certain items can’t be crafted until you hit a certain level of intelligence. Strength increases your health and melee damage, speed is pretty self-explanatory, and intelligence is used to determine what you can craft. Your character has three stats strength, speed, and intelligence. The Escapists mixes some light RPG elements with crafting mechanics to create its gameplay. It reminded a lot of FTL in that respect, which is never a bad comparison to make. Story is probably the most important element of a game for me, and the way that The Escapists experiments with creating one is a really cool idea. Granted, the story is fairly rudimentary and the characters aren’t that deep, but it was a really cool sensation to experience it unfold. It’s a fascinating thing to behold, a story writing itself before your eyes – and a different story every time you play a prison, too. There are fights, prisoners beating guards, an underground market, and favors changing hands that build and break relationships every day. While there isn’t any grander scripted narrative at work, there is an interplay between guards, prisoners, and the player that creates a story of everyday life in prison. But in the course of plotting your escape, a curious thing starts to happen a deeper story starts to create itself before your eyes. And… that’s really it, as far as the storyline goes. I guess you can give up and never make it out if that’s more your speed. There is a very basic setup for the gameplay, certainly, which is that you are a prisoner and you have to escape from prison, so you do – if you finish the scenario, anyway. Something pretty interesting happens with the story in The Escapists. As the “complete” in “Complete Collection” implies, all the downloadable stuff comes standard in the Switch version. It’s a port of a game that’s been ported to every other major gaming platform, but we wouldn’t want our favorite console to lag behind, would we? The good news about being the last platform to get the game means we don’t have to wait for any DLC. Category: Role-Playing, Simulation, Puzzleĭo you like TV shows like Prison Break and Oz but wish they had more in common with the 16-bit era of video game history? That’s weirdly specific, but Mouldy Toof Studios has got you covered with The Escapists: Complete Collection for the Nintendo Switch.
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