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I have something of a confession to make. Soul Bubbles and Viva
Pinata aside, I haven't been excited by a DS game since... New
Super Mario Bros.? Well, if not, then quite a long time, anyway.
The innovative little handheld's sheen has taken a battering by
the constant drip of shoddy ports, samey puzzle games and tiresome
shovelware, so forgive a little scepticism when a review copy of
EXIT DS arrives through my door. The fact that it's both a port
and a puzzle game should have caused an audible sigh, but it hasn't,
because EXIT was a rather brilliant (if repetitive) puzzle game
when it emerged on PSP and then again on Xbox Live Arcade - and
it remains so on the DS.
For
those unfamiliar, EXIT is a puzzle game, despite the back of the
box making it look like an old school platformer. You control Mr
Esc, a coffee-addicted escape artist who revels in the challenge
of helping innocents escape unscathed from burning buildings, frozen
buildings and town centres filled with Christmas shoppers (probably).
Each 2D map has a number of survivors in it and you must use the
environment to do everything in a logical order to ensure that you
can get each one out. Put a foot wrong and you'll be reaching for
the restart button - an action that's necessary with alarming regularity.
The
game becomes really interesting when you realise that the different
people you need to save have different skill sets and limitations.
Dogs can jump long distances and crawl into small spaces but can't
climb walls or use a pickaxe (score one for realism!). Adults aren't
quite as agile as Mr Esc but they can help him push heavier objects,
while some morbidly obese characters lack mobility but for some
reason have the strength of the Incredible Hulk. Using these ingredients
and the tools you pick up along the way, EXIT is less a platform
game and more an exercise in logically performing actions in the
correct order needed to complete the puzzle. This was clouded by
the PSP version, which tried to be a jack-of-all-trades by combining
pinpoint jumping (which would often end in a shower of expletives)
with the concept of cause and effect. With the stylus, surely the
game makes the death-defying jump across handheld platforms with
ease?
The
difference that the switch to stylus play brings is a subtle one,
because it feels less like you become Mr Esc and more like you're
simply managing him. This is good in theory, because it makes frustrating
jump misses a thing of the past - well, after you get past the initial
learning curve and ten-level tutorial, at least. Fortunately, a
little persistence pays off and as soon as you realise exactly where
you need to touch to get Mr Esc to climb a ledge, for example, you
can actually start navigating the maps with very little difficulty
and begin to blame your brains rather than the programmers for your
repeated failures. It does make the speed runs slightly redundant
though, because there's now a flat rate for when Mr Esc runs and
jumps and speed is less down to manual dexterity and purely at the
feet of his internal algorithms.
This
is an improvement on one level but it does take some getting used
to - and even when you're used to it, you can be justly angry when
the game doesn't do what you wanted it to due to the inexactness
of the touch screen input. Given that some of the later levels can
be ten minutes long and that having to restart often is a problem
at the best of times, it's just a kick in the teeth to be thrown
back to the beginning through no fault of your own. The original
had its problems as well, with NPCs having to be guided up staircases
like unruly children, but now the same problem is extended to Mr
Esc himself. It's not all bad though - the areas where you previously
needed to use the PSP's analogue nub to move a pointer are just
plain better on the DS and if you persevere it does become quite
intuitive. It's just a pity that it's not more clear-cut, because
many people will be put off after their experiences with the incredibly
long tutorial. You can also go back to the 'classic' controls (their
name, not mine - I'd call them 'basic', 'traditional' or 'frustrating
in a wholly different way'), but they're hidden away in the options
screen where many won't see them and most people would be forgiven
for not realising how effective they can be.
With
over 100 puzzles that can take as long as ten minutes to complete,
even when you know what you're doing, the package is excellent value
for money but still falls a little short of its 360 and PSP cousins,
simply because the puzzles on the cartridge is all you'll ever get.
Both the other versions allow you to download new puzzles, but the
DS' only online functionality is barely worth configuring your Wi-Fi
to experience; you can upload your level times to a server and see
how you compete worldwide. That's it. To me, that's the gaming equivalent
of a DVD listing 'scene selection' amongst its special features;
it's hugely disappointing and certainly not putting the blue Wi-Fi
circle of loveliness on the box. Still, the large number of puzzles
makes it lengthier than many other DS games of late, so it shouldn't
be a deal breaker.
Like
many puzzle games, EXIT is fiendishly long and addictive, but what
separates it from the majority of the genre is its looks. The game
is a beautifully stylised title with hand drawn silhouettes wandering
around angular, cartoony backdrops. It's lost a little of its graphical
fidelity from the 360 and PSP version but given the relative power
of the machines, this is no real surprise. The biggest drop is the
amount of surroundings that you can see on the DS' tiny screens,
but this is made up for by the familiar use of the top screen as
a map display. This is a godsend and actually means that you're
more in tune with your surroundings than in either of the other
versions.
The
sound doesn't hold up anything like as well unfortunately - but
this will be of no surprise to anyone who played the previous iterations.
The music is forgettable but the worst offenders are the voice samples
that continually repeat the same bits of corny dialogue: "Is anybody
there?", "Help me!" and others. If anything, this is slightly less
prevalent than in previous versions, though whether this is due
to gamer feedback or the limited aural qualities of the DS I am
unable to say.
EXIT
DS is a flawed classic in the puzzle game genre but there's definitely
enough here to be worth checking out if you haven't played any of
the other versions in the three years since the game's original
release, you don't mind hair-tearing frustration, and you have the
patience to get to grips with a control scheme that should be far
more intuitive than it is. If you tick all these boxes and love
puzzle games (one more for good measure) then you and the two other
people not ruled out by this list should investigate EXIT DS. It's
a stylish gem that makes up for every moment of frustration with
the warm pride you feel every time you get Mr Esc and the trapped
souls that he must rescue safely to the much-ballyhooed exit.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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