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Cell mates and guards can also be given makeovers prior to a stint behind bars, or you could just randomise them all and save time. I managed to make my guy, Jimmy, stand out amongst the crowd with an emo vibe about him, donning a hair style that actually wouldn’t be out of place at a My Chemical Romance concert.
#THE ESCAPISTS INTELLECT SKIN#
There’s a whole load more customisations on offer in terms of hair styles, hair colour, skin tone and accessories. Whilst it could do with a tad more depth and goes through the basics a little too quickly for my liking, the essentials needed to get by are explained and you should be just about set to venture into – and hopefully out of – the slammer.īefore doing anything else though, you’ll want to customise one of the preset inmates who you can take charge of. Played from a sort of top-down perspective, the aim is to escape from a prison by any means necessary, which is something that’s explained in the tutorial level, Precinct 17.
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This sequel doesn’t want to reinvent the wheel, but merely mould it into a bigger, better wheel, whilst still retaining its identity.
#THE ESCAPISTS INTELLECT SERIES#
Providing the standard useful recipes up front would have been handy.The Escapists 2 is the follow-up to the addictive prison breakout sandbox game from 2015, The Escapists, and the third title in the series – there was a spin-off involved the world of The Walking Dead, with survival and killing zombies being at the forefront of the concept. It’s hard to plan when you don’t know what a game has actually planned for, especially when the character needs to hit an intelligence threshold to make so much as a glob of sticky paper. Much of this revolves around crafting, which in a continuation of a frankly irritating current trend just assumes that you’ll go to a wiki to find out that, say, papier mache is made by combining toilet paper and superglue. Mechanically of course, the goals are the same: find a weakness, and exploit it. There are also currently three additional ‘custom’ prisons, including Camp Epsilon, where all cells have mesh walls for an extra-special lack of privacy and most prison life is out in the open. Between them are a Stalag, Shankton State Pen, a jungle jail, and San Pancho, south of the border in a cloud of heat and anger.
#THE ESCAPISTS INTELLECT TV#
The first has cable TV in all the rooms, the last has security cameras. Each of the nine prisons offers a different-feeling challenge though, not to mention new settings, from minimum security with a cell conveniently located right by a service corridor, to a high-security facility for those who have officially transcended mere scamphood. You can only save at the start of each in-game day, and while there’s no death, being taken out by a random prisoner deciding they don’t like your face, or a guard screwing up your plan at the last second, can make for an excruciating time-out and loss of hard-earned progress. It takes a long series of days to gather and assemble the bits that you need for an escape, and it’s easy to lose all the important ones with just the slightest mistake.
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How much you appreciate the result will primarily depend on two factors: whether you like being left alone to figure out what to do, because the basic tutorial covers very little of what you need to know to actually escape one of the real prisons, and how annoying this repetition is going to be over time. Social times like dinner, meanwhile, offer a chance to chat with other prisoners, recruit assistance, and collect mini-quests like retrieving someone’s stolen DVD or causing a scene during the next roll-call. Soon I realized it’s also a great time to sneak into other prisoners’ cells and carefully pocket anything good from their stash. Morning roll-call is time for everyone to gather and be told the business of the day, including whose cells are about to be inspected for contraband. It’s a game that looks like Prison Architect’s black-sheep brother, but plays about as a regimented sandbox to first be controlled by, and then to subvert.