Randomized Escape

This one is a bit of a strange beast. We're lost in a bleak, grimy world of unnamed streets and shuttered warehouses, with plenty of cars and rubbish drifting across the asphalt, but no people. And we're being ... haunted? Or hunted. Both, maybe. The map is randomised with each game, and sorting through the debris gives us the tools we need to eventually ... deal with the unspeakable horror dogging our heels, one way or another.

I say this is strange because it's not entirely clear to me what's going on or where I'm supposed to do, exactly. I will admit to never having finished the game. The author's command of the language seems a little bit off, and I'm not entirely sure if the shifts between first-person and second-person narration are a mistake or not. Very annoyingly, many of the rooms on the randomised map have the same name as each other, and my memory isn't so wonderful as to be able to spot the differences between the varying descriptions of urban decay ... nor do I care to spend the time scrutinising these descriptions and committing them to memory. As I said earlier, the command of language isn't great, and that makes reading room descriptions that much more difficult. And, I mean, this is what room names are for.

I do feel that, with some polish, something can be made of this. I think there's a real sense of horror that's being evoked here, if I could get past the afore-mentioned flaws to pay more attention to it. The atmosphere does come through, in spite of the language issues, and I can respect a game that's able to do that. It's like having, for breakfast, a bagel that's been burned in the toaster and spread with anchovy paste. An acquired taste, perhaps, and not especially well executed, but you kind of understand how it's reaching for something a bit beyond the ordinary.