Review: A Rogue Escape

A Rogue Escape

Escape room games shouldn’t be easy, by their very nature they need to be taxing or else you’re just an idiot stuck in a room.  So it’s always satisfying when a videogame-like A Rogue Escape comes along, offering barely any information other than you’re some giant mech which you need to somehow pilot and obviously use to escape. With that in mind be prepared for an equal measure of head-scratching whilst flicking switches and levers galore to get this hulking monstrosity moving.

A Rogue Escape

 A Rogue Escape is based on a previous title, developer Spare Parts Oasis’ Nauticrawl. Known for being rather difficult, the same ethos remains whilst being completely remade for virtual reality (VR) gaming. So there’s lots of physical interaction with the vehicle and very little in the way of hints to help you along, half the experience is simply figuring things out.

You find yourself in this giant Nauticrawl because you’ve managed to escape your captors but there’s one slight problem, you’ve never been in one and a manual isn’t exactly laying around. Apart from a rather vague tablet outlining the initial basics, A Rogue Escape presents a rather dizzying array of interactive elements which are perfectly suited to VR, it’s always great fun to flick and turn dials aplenty. All in a rather suitable steampunk design. The only weird inclusion is the fact that buttons don’t require a physical push which you’d expect. Instead, your translucent hand points its index finger and you then have to click the trigger, making for a rather unsatisfactory interaction.        

Even though you’re inside a giant walking mech which you have to pilot around, A Rogue Escape is still very much an escape room experience, completing challenges in a certain order to unlock the next puzzle. It’s very slow to start as you learn the main controls and the order certain sequences need to be activated. So if you’re not into slow and methodical gameplay then you might not enjoy this. What becomes clear is that A Rogue Escape requires plenty of multitasking, managing a selection of tasks as various buzzers warn you of incoming hostiles, an overheating engine or a dead battery.

A Rogue Escape

While you do have to deal with enemies per se, A Rogue Escape isn’t action-oriented in the slightest, so all those controls can feel a little clunky if you’re used to more arcade-style control schemes. And you don’t have any real strategy options or variance when dealing with those outside forces, as the couple of areas you can explore are very limited in scope.

The real joy with A Rogue Escape’s gameplay is that it becomes immensely gratifying when everything does start coming together, like being a kid put inside a giant steam train for the first time. Suddenly all those annoying beeps and flashing lights make sense so you can instantly react and go on your merry way. You just need the patience to get there. The lack of info before then does mean if you get stuck the bubble you’re in starts to look rather drab after a while.

When it comes to comfort you shouldn’t have much issue with A Rogue Escape as there’s no locomotion apart from a lift with which you can adjust your height. This sounds ideal for playing either seated or standing, however, A Rogue Escape really doesn’t work sat down. Most of the control systems are too far away, requiring getting out of the seat to reach, completely negating the feature in the first place. Even though it doesn’t look it, the enclosed Nauticrawl interior is rather large and even a 2mx2m roomscale area will see the boundary pop up occasionally on the Oculus Quest 2. And don’t look for options because there aren’t any.

A Rogue Escape

On first inspection, A Rogue Escape didn’t seem like it was going to do anything too different yet it showcases how a traditional escape room videogame can be recreated and enhanced by VR. Playing around with all the systems is a lot of fun with a run through taking around 2-3 hours. The real shame is the replay factor, there is none. Once you’ve figured out what does what that initial spark is lost, and there’s nothing else to explore. But the same can be said for most games of this ilk. Even so, A Rogue Escape had its moments of greatness.

A Rogue Escape Surfaces in June for PC VR

A Rogue Escape

Back in November Spare Parts Oasis and Armor Games Studios announced A Rogue Escape, a virtual reality (VR) escape room experience based on Oasis’ first title Nauticrawl. Today, the teams have released a new trailer for A Rogue Escape, confirming an Oculus and Steam store launch will take place in June.

A Rogue Escape

A Rogue Escape takes place inside a giant underwater mech called a Nauticrawl. You’ve stolen this giant machine in a bid for freedom, there’s just one small problem; you’ve never piloted one and its filled with all manner of levers and switches. So the gameplay is very hands-on, finding out what systems work and how those that don’t can be hacked.

The mech is split into five control areas, each with its own set of systems to manage. You’re not left to blindly stumble around the controls, however, as clues have been left by previous pilots. Whilst these will give you a starting point the rest is left up to you and your wits.

“With A Rogue Escape, I got the rare opportunity to realize my childhood dream of what it would really feel like to be inside a mysterious machine, surrounded by buttons and levers to experiment with, while danger lurks outside of the riveted metallic walls!” said Spare Parts Oasis’ Andrea Interguglielmi in a statement. “Combining an escape room with dungeon crawling and cockpit simulation was a daring concept back when I did this on PC with my previous title Nauticrawl, but somehow it feels right at home with a headset on and a fully immersive and tactile environment to experience. I just feel truly excited to share this unique adventure with all VR players willing to be challenged by this colossal machine!”

A Rogue Escape

To help finesse the gameplay for VR headsets Spare Parts Oasis worked with Sylphe Labs – which created Steel Alive for Gear VR – to ensure the interior offered a suitable area, whether players are seated or standing.

Supporting Oculus Rift, HTC Vive and Valve Index, A Rogue Escape will launch on 10th June 2021. Check out the new trailer below and for further updates, keep reading VRFocus.

Preview: Steel Alive – Sci-Fi Horror FPS Heads to Gear VR

The Samsung Gear VR has arguably had its day. While it remains one of the biggest selling virtual reality (VR) platforms currently available it has been outdone by both high-end head-mounted displays (HMDs) and the aggressive price point of Google’s Daydream View. That said, there are still content creators looking to innovate on the platform, and Sylphe Labs is one such videogame developer.

Steel Alive screenshotThough still early in development, Steel Alive is an impressive visual feast. Built on the Unity engine, it’s an arresting vision of a decaying industrial dungeon. May not sound too original, but in VR such an environment feels much more oppressive than on a traditional 2D monitor. And on the relatively low-powered Samsung Gear VR, a cleverly lit fully 3D environment is still impressive.

Played in first-person with the help of the Samsung Gear VR Controller released earlier this year, Steel Alive is a logic puzzle videogame with elements of combat. The opening section which VRFocus got hands-on with tasks the player with exploring the environment to find items which can unlock new areas, picking up components along the way to build their first weapon. Switch puzzles, hidden objects and keycards are the common survival horror conventions that Steel Alive relies on, but the most gruesome creature you’ll come across at this early stage in the videogame is actually your friend.

A spider-legged mutant monstrosity will offer hints as to where you should be exploring to progress, but for those not willing to spend hours searching every inch of a small confined space Steel Alive does also offer a signposting system that will point the player from puzzle-to-puzzle. It’s a system that could be seen as overly aggressive handholding on console formats, but here in VR is a welcoming identifier.

Steel Alive screenshotSadly, Sylphe Labs’ ambition currently outstretches the studio’s available funding, and so despite this early demo appearing in good form the future of Steel Alive remains uncertain at present. The team is working to gain more finance, as discussed in a recent interview with Sylphe Labs, and VRFocus will keep you updated with the studio’s progress.

Can you Survive in Escape Room Horror Steel Alive?

Escape room style experiences have been growing in popularity as virtual reality (VR) continues to reach new audiences. Combining it with horror seems extremely popular as well, such as The InPatientSylphe Labs aims to take escape rooms to the next level of extreme with Steel Alive, an obvious pun on the words ‘still alive’. Steel Alive molds escape room gameplay with the horror and adventure genres to create a videogame that aims to be truly terrifying. 

Filippo M. Vela, Co-Founder of Sylphe Labs told VRFocus  at Gamescom that the player is put into a steel structure covered in rust. Every room except the first is constructed with the soul purpose of bringing death to the player unless they manage to solve the puzzle and escape the room first. The objective of the game is not only to escape each room but also find out why you’ve been brought here and by who. You have to do this quietly as well, otherwise you’ll set off traps and monsters.

Currently unfinished, Sylphe Labs is looking for a publisher or investor to fully complete the title. Steel Alive will support the Samsung Gear VR, requiring a Samsung Gear VR controller or standard gamepad in order to play properly – this is to both move and have access to the inventory. Checkout the studio’s first published trailer online to get a better idea.

Vela explained to VRFocus that the end goal is to have 27 escape rooms which are interconnected with one another. This means that when a player believes they’ve solved a puzzle and move to another room, then turn to go back, they’ll have found a completely new room in its place. The studio would like Steel Alive to have an arcade mode, so players can purchase different rooms and the whole structure becomes randomly generated in order to extend the experience. If the right publisher and investor help finish the videogame Vela hopes to bring Steel Alive to PlayStation VR and PC next year.

Check out the video below to find more.

As further details on Steel Alive are announced, follow VRFocus to keep updated on the latest updates.