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Exit Review

Xbox 360 Review by Rob Fahey

30 October, 2007

Page 1 of 2. Page 2 ->

There's something intrinsically likeable about Exit - so much so, in fact, that it's hard to approach the game without desperately wanting to like it. Whether it's the wonderfully eccentric art style, the sense of humour that suggests a mind somewhat askew, or simply the fact that it's a puzzle game that isn't another bloody variation on bloody Tetris, we're not sure. Perhaps it's a bit of all three.

Just as well, then, that Exit's beauty is somewhat more than skin deep. What we have here, in fact, is a lovely - but flawed - specimen of Xbox Live Arcade title, an endearing little puzzle game whose slip-ups are largely forgivable on account of its ready charm.

If you've already bought the PSP version, which appeared at the start of summer, then all you'll want to know is this - it's the same game, but in nice-looking high definition, and it might have downloadable content down the line. On the other hand, if Exit is new to you; well, allow me to introduce you to my new friend.

The Other Snake

'Exit' Screenshot 1

If only all deathtraps were this stylish.

My new friend is Mr ESC. Clad in a smart black suit, a yellow hat and a flowing red scarf, Mr ESC is, as his name suggests, an expert in escaping. Like an art deco painting of Snake Plissken - if Escape from New York had been directed by Oscar Wilde rather than John Carpenter - Mr ESC's task is simply to get to the exit of each of the game's 2D levels, preferably rescuing as many as possible of the stranded people scattered around the level on the way.

A freelance rescue and escape expert with a hefty caffeine addiction, Mr ESC is a remarkably expressive character, thanks to some lovely animation. He's also fairly versatile - he can climb over obstacles and up low walls, run and jump, swim for a certain amount of time, push blocks about and use a variety of pick-up items. These items include keys for locked doors, pickaxes to break weak walls, torches to illuminate dark areas and planks to create bridges over gaps.

At its most basic level, the game is a race against time to use the items provided to reach the exit of the level. Although you control Mr ESC like a platform game character, the game's focus is heavily on the puzzle aspect. After the initial training levels (there are ten of those, before you start the game proper), you'll need to seriously think out your strategy for each map, or risk suddenly finding yourself stuck on the wrong side of a block that you can't move, or trapped by a fire because you didn't think through where you were going to use your fire extinguishers.

Complicating things further are the survivors littered around the various levels. On some levels, rescuing these companions is compulsory - other levels make it optional, or give a minimum number you must rescue. Once you've reached a companion, he'll follow you around until you tell him to stop - but that's just the beginning of the delicious strife companions will cause for you.

'Exit' Screenshot 2

Pull the lever! (It gets more complicated, obviously.)

Companions, you see, are also an intrinsic part of the game's puzzles - and of how to solve them. There are four types of companion; young adults are almost as manoeuvrable as Mr ESC himself, aside from being unable to jump or fall quite as far. Adults are big and heavy, can't jump or climb very far, but can push large, heavy blocks around single-handed.

Children are even less sprightly in the jumping and falling stakes, and need to be lifted up and down from high places - but they can scamper over fragile floors and through narrow places. Finally, patients are unable to move for themselves, and need to be carried around or pushed about on stretchers.

The left stick on your Xbox pad moves Mr ESC around. The right stick, however, moves around a cursor, which can be used to select companions and assign actions to them. Click a companion (just click in on the stick to do this), and then click somewhere on the screen, and they'll try to move there. Click a button and they'll press it, a door and they'll open it, a block and they'll shove it - they can even use pick-up items, just like Mr ESC can.

Suddenly, there's a compulsive, Lemmings-like flavour to the levels. Your companions are a team, and you need to co-ordinate them - pushing blocks, standing on floor switches, grabbing pick-ups - to get everyone to the exit door. The options available to you, and the complexity of the puzzles, ratchet up a notch. So does your smug satisfaction when all the pieces of a tricky puzzle that's been bothering you for ages suddenly fall together in your brain; "I love it when a plan comes together", you might sigh to yourself as you watch your new-found pals stream out the exit door, lighting an imaginary cigar.

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Comments: 1-25 of 25 in total

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foamy
30/10/07 @ 11:45
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Played the demo. Really liked it.
brooza
30/10/07 @ 11:56
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The main character has the same hat as me.

10/10
billythekid
30/10/07 @ 11:57
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I've bought the game and am really enjoying it. Makes a welcome change from shooting and driving. Spot on about the stupid sound effects though, they really are beginning to iritate now.
orac1971
30/10/07 @ 12:11
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do you get the entire 200 odd levels for the 800 pts?
SteveB
30/10/07 @ 12:14
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No you get 100 for 800 points (about 7p a level !). I presume the next 100 will be a download that isn't available yet.
SteveB
30/10/07 @ 12:15
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This review is spot on about the niggly problems (it's the only game I play with no sound). It's great fun though and makes a nice 10 minute interlude between hectic games.
Edited 1 times, most recently on 30/10/07 @ 12:19
Monkey_Puncher
30/10/07 @ 12:16
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"I need a shower"

Nope, you need a punch in the face you stupid twat!

Enjoyed the demo though, will pick it up at some point.
SeesThroughAll
30/10/07 @ 12:34
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Finished it on the PSP a while ago, I think I'll grab Exit 2, as soon as it drops price :)

If you have a 360, buy this little gem.
BBIAJ
30/10/07 @ 12:34
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About the number of levels, I'm sure this was advertised as having 220, and EG say it has 200, so why do you say that it only has half that, and the rest are future DLC, SteveB?
Universal Hamster
30/10/07 @ 12:34
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I bought this after playing the tutorial levels, and regret it a bit. Its the combination of the awful stodgy slowness of the animations and the hellishly irritating voice samples. Played every five seconds. Over and over. And over.

I just wanna go hoooome!
I'm stinky!
I just wanna go hoooome!
I'm stinky!
I just wanna go hoooome!
I'm stinky!
I just wanna go hoooome!
I'm stinky!

Aggghhhh!!!!

It may actually be a very good game under that.
SteveB
30/10/07 @ 12:43
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Do what I do, turn the sound off and put on some music, it's not vital to the gameplay.

@BBIAJ- Regarding levels, you can select any in the top 100, but when you go to the 200 it says something about purchasing them (I can't remember), but none are available on the market place.

I think 100 will be more than enough for me though to get my money's worth.
Monkey_Puncher
30/10/07 @ 12:58
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Think they're bringing out 3 packs of levels, guess there'll be about 40 in each for about 200 points per pack. Still cheap, about £11 for the lot or there abouts...
Stoatboy
30/10/07 @ 13:02
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Microsoft's gamerscore policy states that when you purchase an XBLA game you have to get 200 gamerscore for your money - either from the initial purchase or from free DLC. Exit has achievements associated with the full set of levels, so I'd assume that if the last set of levels are DLC it would have to be free.
symbiote
30/10/07 @ 13:13
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Stay a while. Stay FOREVER!
crwoody
30/10/07 @ 13:14
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Have this on psp so i'll give this a miss, but would recommend for anyone thats not played this yet.
Monkey_Puncher
30/10/07 @ 13:18
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Oh right, yeah if the levels are linked to the initial 200 gamer points then they'll definetly be free.
JYM60
30/10/07 @ 13:54
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This merits two pages yet PES doesn't?

Actually, that sounds about right. :D
thedaveeyres
30/10/07 @ 14:19
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Bought this on PSP but my dislike of the PSP's tiny teeny little controls when operated by my monster hands made this an auto-purchase on Live. Glad I did, it's a cool game.
groovychainsaw
30/10/07 @ 15:00
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Blegh - i didn't like the platforming controls - nice idea, but far too fiddly, haven't seen animations/control like that since the original prince of persia... which i was rubbish at too. Shame, as I liked the puzzley ideas....
smurphs
30/10/07 @ 15:00
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The bloody whistle on the PSP version gave me a headache. I thought the idea of the game was good, but the general aesthetic and the ear-bleeding sound effects ruined it for me. Pity.
SteveB
30/10/07 @ 15:39
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From the IGN review:

"Exit comes with 120 puzzles (20 of which are unlocked by making your way through the initial stages). There are other locked puzzles that must be purchased through yet-to-be-released downloadable content".
smelly
30/10/07 @ 17:37
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(sounds like little britain here i know.. but..)

I didnt like it.

Loved it for the art style, etc.. But then the gameplay got.. erm.. well.. shit
Dodgymat
30/10/07 @ 18:34
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Don't believe everything you read SteveB, everyone knows you can't spell ignorant without IGN.

The in-game wording actually says "Download Additional Pack 1/2" it doesn't say "Purchase Addtional Pack 1/2"
With that in mind, consider also that the games achievements are tied to completing all 220 levels, it would breach Microsoft policy on XBLA games having 200 points for no extra money if you had to pay to do this.

Having a blast with the game personally, and so is the missus, which is nice.
Poorandugly
31/10/07 @ 06:07
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I bought this yesterday on the strength of the review. The control is horrible, yes, but played in short bursts it's a quite nice collection of Lemmingesque puzzles, which certainly fills a void.
Agent_Llama
31/10/07 @ 08:43
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I thought it was Exit 2 that came out in the summer? The original on PSP has been out ages and is always going cheap.

Comments: 1-25 of 25 in total

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