‘A Rogue Escape’ Review – A Successful Fusion of Escape Room and Videogame

Especially thanks to its hands-on nature, A Rogue Escape channels the feeling of an escape room while fusing it with videogame elements, ultimately pulling off an experience that simply wouldn’t be feasible in the real world.

A Rogue Escape Details:

Available On: Oculus Quest, SteamVR
Release Date: June 10th, 2021
Price: $20
Developer: Spare Parts Oasis
Publisher: Armor Games Studios
Reviewed On: Quest 2, Valve Index

Gameplay

Image courtesy Spare Parts Oasis

In A Rogue Escape you’ll be tasked with commandeering a steam-punky mech. But with no instruction manual, a dizzying array of levers and buttons before you, and nary a window to peer out of, figuring out how to actually operate the machine is the heart of the game.

Although you’re ‘piloting a mech’, A Rogue Escape very much channels escape room vibes. If you aren’t the type that likes to explore and discover game systems and rules on your own, the game might not be for you. If you are the type that finds that kind of thing fun, A Rogue Escape brilliantly delivers. Because figuring out how everything actually works is most of the ‘content’ of the game, I’ll avoid specific descriptions of systems, but do my best to relay the feeling of the game.

At the start, you have essentially no idea what’s going on—you know nothing about the mech, the world, or even who you are or what your goals are. The mech has no porthole to peer out of, and initially you’ll feel completely blind to the world outside the machine.

At the start I was literally crashing the mech into walls and damaging the hull until I began experimenting and understanding the sensors and systems around me. The feeling of growing from clueless to competent is definitely an achievement of A Rogue Escape.

Image courtesy Spare Parts Oasis

The game is definitely slow to start—you literally need to figure out how to move—which could lose some less patient players. But once you understand the basics, things start picking up as you find objectives and enemies to engage with.

I’ll say this nice and clear right here: A Rogue Escape isn’t a combat game. Although your mech has some offensive capabilities, gameplay plays out more like a point-and-click adventure in terms of progression.

While coming to terms with controlling the mech is fun, the outside world ultimately isn’t particularly complex, and doesn’t leave much room for strategy. You’ll discover some minor objectives and obstacles to overcome, but in the end you’re steadily progressing toward ‘escaping’ (remember: escape room vibes), which will have you uncovering more of the mech’s capabilities and more of the outside world’s layers over time—as opposed to lingering in the world fighting complex battles.

Image courtesy Spare Parts Oasis

As far as story goes, A Rogue Escape’s light narrative unfolds nicely through clues you discover in the world. It’s neat (and convenient for the developers) that so much of the world is ultimately hidden from the player, which means you get to infuse your imagination into what’s going on. Granted, I would have loved to see something that felt more like a story (rather than merely lore) to give greater motivation to the action.

I found A Rogue Escape largely enjoyable throughout, with its only major issue being brevity. While I’m perfectly fine with a game that’s only really meant to be played once but leaves me with a memorable experience, my initial playthrough took just under 2.5 hours, which was shorter than I would have liked to really sink my teeth into the game. I also wish the ending felt more significant.

While some elements of the game change from one play to the next, the game ultimately isn’t dynamic enough to warrant replays. Like an escape room—once you’ve figured it out you’re probably looking for the next one. A higher difficulty, with the option to turn it down if necessary, might have extended playtime without feeling like padding.

That said, the structure of the game seems like it would have an easier time than most using post-launch updates to slot in more complexity to the outside world and its inhabitants for players to engage with. Here’s to hoping.

Immersion

Image courtesy Spare Parts Oasis

Interestingly, A Rogue Escape is directly based on a flat screen game called Nauticrawl. While I never played the original, it appears that the underlying mech controls of A Rogue Escape are essentially a direct translation. But make no mistake, A Rogue Escape isn’t a mere port; developer Spare Parts Oasis recreated the game specially for VR, complete with full hands-on controls and room-scale gameplay.

If you did play the original and were looking forward to a more immersive version playable in VR, the studio notes: “In contrast to Nauticrawl’s challenging and at times unforgiving gameplay, A Rogue Escape has been constructed from the ground up to deliver a fully explorable, atmospheric experience which more resembles an escape room than the original’s rogue-lite gameplay.”

While the game inevitably feels immersive thanks to all of the well implemented hands-on controls, the developers didn’t seem to spend much time fine-tuning A Rogue Escape for specific VR controllers, which is a shame considering the underlying gameplay is about using your hands to pull levers, flip switches, and press buttons.

For instance, on Quest 2, the game expects you to ‘press’ buttons by hovering your hand near them and squeezing the index trigger. That might make sense in some other context, but many Quest games use an outstretched index finger (detected by the controller’s capacitive sensing) to ‘poke’ a button without invoking the use of any of the controllers triggers or buttons. ‘Pressing’ a button by pulling the trigger just feels weird by comparison.

Image courtesy Spare Parts Oasis

Even more unfortunate, the game lacks support for finger tracking on Valve Index controllers, and ignores the ‘grab’ input of the controller’s handles entirely. Instead, the game expects all interactions to happen with the index trigger (which includes pushing buttons, pulling levers, and turning knobs). There’s also the same issue with needing to ‘press’ buttons by pulling the trigger, instead of being able to simply stretch out your finger and poke the button.

The grabbing issue is fortunately fixable by digging into the SteamVR Bindings and switching the configuration so that the ‘Grab’ function does the same thing as the Trigger input. Unfortunately the SteamVR Binding system is absolutely obtuse and sometimes doesn’t seem to work at all, so I doubt most players will know that they can make this change, let alone how. Hope fully the developer will quickly issue a new default binding update which will fix this for all players.

A Rogue Escape looks surprisingly good on Quest 2, and reasonably good on PC (though the lack of any in-game graphics options for the PC mode is a shame). Sound design is decent, though I really wish they’d gone a step further for a truly visceral and memorable audioscape, especially with spatial sounds. It seems like the game employs some level of spatial audio, but some of the sound sources seem misplaced (or perhaps some are even head-locked), which can make the various alert beeps and sounds confusing at times.

Comfort

A Rogue Escape is built around room-scale gameplay with no artificial locomotion or turning at all. You’ll need to physically move and rotate yourself to reach the controls of the mech. This makes the game immersive and intuitive, but also means the game will be difficult to play in tight playspaces without constantly activating your boundary. I found the controls of the mech to be just a bit too spaced out to reasonably play the game while seated, which seems like a missed opportunity.

Though you might not be able to play seated, the developers thoughtfully added an always-available height adjustment to let players of all heights dial in a comfortable position.

On the whole, I found the game absolutely comfortable and was easily able to play it for long stretches without issue. Its room-scale nature means it should be comfortable for the vast majority of players. There’s only a few things which highly sensitive players would need to watch out for, which is elevator motion when transitioning between key segments of the game, and a few instances of camera-shake, though fortunately both are rare.

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Prince Of Persia VR Escape Room Coming This Spring To VR Arcades

Today Ubisoft announced that it’s releasing a Prince of Persia-themed VR escape room similar to its current lineup that includes Assassin’s Creed Origins-themed Escape the Lost Pyramid and Assassin’s Creed Odyssey-themed Beyond Medusa’s Gate.

Surprisingly, the Prince of Persia VR escape room, named The Dagger of Time, is set in the world of The Sands of Time, a PS2-era platforming action-adventure game. The VR escape room experience will be developed by Ubisoft Düsseldorf for all ages and requires 2-4 players.

According to a press release:

“In the story, players are summoned by Kaileena, the Empress of Time. They are asked to help her to stop the evil plans of a Magi who is attempting to restore the sands to the Hourglass of Time and create an army of Sand Monsters. To successfully escape the fortress, players must use cooperative teamwork and problem-solving skills to complete objectives, utilizing powers such as time control from the dagger of time.”

Ubisoft initially seemed bullish on the potential of VR as an interactive medium releasing several games quickly such as Eagle Flight, Werewolves Within, and Star Trek: Bridge Crew, but eventually abandoned their latest endeavor, Space Junkies. Since then we’ve heard rumors of upcoming big VR projects but never saw confirmations. In the meantime they’ve pivoted to using their IP in the location-based market instead.

There’s more information on The Dagger of Time over on the official Ubisoft Escape Games website. The attraction will roll out to over 300 locations worldwide this Spring.

Let us know what you think of the news down in the comments below!

The post Prince Of Persia VR Escape Room Coming This Spring To VR Arcades appeared first on UploadVR.

South Korea’s SKonec Entertainment Open First Western Location in LA

South Korea has a dedicated virtual reality (VR) community of creators but it’s not often the content makes it out of the country and onto western shores. SKonec Entertainment has featured on VRFocus before thanks to its Mortal Blitz franchise but the company mostly specialises in location-based entertainment (LBE) on its home turf. Recently it made the transition into America, opening VR Square Los Angeles. 

SKonec VR Square LA

SKonec Entertainment teamed up with local bowling alley space Xlanes to make VR Square LA a reality, using over 10,000 sqft to create the arcade. With that much space on offer, VR Square LA features several of SKonec’s LBE titles, ranging from free-roaming experiences to PvP shooters and VR escape rooms. On the free-roaming side, there’s Operation Black Wolf: Battle of the Desert, a modern military-themed multiplayer first-person shooter (FPS) designed for three to six players.

Then there’s Battle Arena: Mortal Blitz offering the PvP element. VRFocus demoed the experience at Gamescom 2019, stating: “Battle Arena: Mortal Blitz was just great fun to play. With an awesome looking sci-fi, neon theme, matches were brutal, exciting and leave you with a big smile.” It was noted that one downside was the need to go to South Korea to play it. Now that’s no longer the case.

For those after a greater puzzle element then there’s always the VR Escape Room. Another first for western audiences, the title offers two-player co-op gameplay optimised for LBE gaming. And to keep you coming back for more there are multiple endings.

SKonec VR Square LA

One addition that’s surely going to attract a few players is the Beat Saber Arcade Machine. A collaborative effort between SKonec Entertainment and Beat Games, the arcade machine was revealed last year with several sites in South Korea and China selected for testing – YouTuber Nathie went to China’s VR Star Theme Park to see test it out. Like many home VR videogames brought to arcades, the machine features customised content for a more ‘arcade flow’.

So if you happen to be in the Downtown LA area looking for something VR related to do, Xlanes has VR gaming starting from $5. For further LBE updates, keep reading VRFocus.

Last Labyrinth Review: Claustrophobic Escape Rooming

Last Labyrinth leaves you tied up, arms and hands bound in a wheelchair, at the mercy of a young girl. Her name is Katia, and she’s your only way out of this meticulously detailed series of escape room puzzles, where her death (and subsequently, yours) is often the first key to finding a solution to each challenge.

Since you rely on Katia to make the game move forward — by both opening doors and pushing your wheelchair through them — Last Labyrinth is, in so few words, a polarizing experience. Every room introduces a new way for Katia to be killed off while you watch haplessly, moments before the same fate befalls you. The ‘polarizing’ bit is that this isn’t just something that happens at the end of an occasional cutscene; it’s a core gameplay loop. Luckily, you’re only forced to watch the death cutscene once per puzzle, before a skip option becomes available.

That said, Last Labyrinth is a difficult game to recommend to those with a weak stomach. Katia is killed in often brutal ways, both on and off-screen, and it should go without saying that this is not at all for the faint of heart.

Last Labyrinth’s explicit story is minimalistic. Katia speaks in a made-up language while shuffling you from puzzle room to eerie puzzle room as you attempt to evade death by pointing out buttons, clues, and hidden panels with a laser pointer that’s conveniently strapped to your forehead. There are a few twists and turns later on, but I won’t spoil those. Even with such a simple framework for interaction, the world design and art direction of Last Labyrinth both evoke enough bleak atmosphere and tension to compel you to remain curious about what’s behind the next grimy, time-worn door.

Just as the death sequences themselves become more intricate, as do the puzzles that tie the entire gameplay experience together. You can move through an entire playthrough in about three hours, depending on how quickly you manage to clear each room, but it’s possible to see (at least) three different endings, depending on the path you select near the middle of a given playthrough. There are also a surprising amount of unique puzzle designs here. Last Labyrinth doesn’t overuse the exact same gimmick, instead introducing an entirely new element in each room, even while repeating the same basic circulation of room layouts.

This variety isn’t always a good thing, though. Aside from a few rooms that feature red lights that turn green when you’ve done something right, there is no clearly defined vocabulary that ties each of the puzzles together. This makes the feeling of success that much greater when a puzzle ‘clicks’, but it also makes it easy to misread a room and get stuck far longer than is preferable. To add insult to injury, many puzzles require you to intentionally make the wrong choice at least once via permutation testing before you figure out that room’s gimmick, meaning that Katia’s death becomes an arbitrary part of gameplay after some time.

Pacing is another issue I have with Last Labyrinth. Not only does Katia require you to nod your head for affirmation each time you point at something with your laser pointer, she somehow manages to walk slower than a high school student before the first bell. And then she occasionally interacts with the wrong object, requiring you to shake your head for “No” before she’ll back out of the interaction. In fact, a solid third of the time spent solving puzzles in Last Labyrinth isn’t actually in scrambling to decode the solution, but rather in orchestrating Katia’s actions and lining puzzle pieces back up to reenact past progress after you’ve nixed a step and accidentally gotten her killed once again.

Comfort

Last Labyrinth uses no form of artificial turning or locomotion, as everything important is in front of you at all times. You don’t ever need to crane your head to solve a problem either, but you might need to focus on one spot for multiple seconds while waiting for Katia to catch up with your laser pointer. Additionally, Katia will frequently ask you to nod your head for affirmation before performing an action.

On that note, the controls in Last Labyrinth are definitely worth addressing. You point your laser by moving your head, and you activate it by hitting the ‘A’ button (at least with Touch controls). This format would regularly make the most sense on a VR system with a limited control scheme; the Oculus Go comes to mind here. But in retrospect, a broader control scheme and more interaction with the world would have actually taken away from the message that Last Labyrinth is attempting to convey. If not the message, that certainly would have hurt the atmosphere.

Last Labyrinth Quest

See, Last Labyrinth isn’t about accommodating for you. It’s not meant to be a fun game. And, between gratuitous death sequences and often frustrating puzzles, only rarely is it one. Instead, treading more closely alongside the “VR experience” path, it asks you to view the world through the eyes of somebody who can barely accommodate for themselves. The pretense wouldn’t feel as dire if it were presented as a point-and-click adventure, and the dramatic irony that you do presumably have a working mouth, hands, and legs is what creates the tension that drives things forward in Last Labyrinth.

Last Labyrinth manages to tell an interesting story about codependency and vulnerability by simply taking away your agency and giving it to a little girl that seeks your guidance and approval. Dark atmosphere, often frustrating but varied puzzle design, and deliberately limited controls add up to a compelling experience. Unfortunately, it’s marred by sluggish pacing and just a little too much gratuitous death.

Final Score: :star: :star: :star:  3/5 Stars | Pretty Good

Last Labyrinth Review

This review was conducted on an Oculus Quest.

Last Labyrinth runs on all major PC VR headsets, PlayStation VR, and Oculus Quest. You can now get Last Labyrinth on Steam, on the Oculus Store, and on the PlayStation Store. Last Labyrinth is currently MSRP’d at $40. Check out our Review Guidelines for more on our process.

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Puzzle Adventure ‘Last Labyrinth’ to Launch on All Major VR Headsets Next Week

Last Labyrinth, an escape room-style adventure game from Japan-based studio Amata K.K., is making its debut across a variety of VR platforms soon, arriving on PC VR headsets, PSVR, and Quest next week.

Last Labyrinth is slated to release on November 13th, coming to Steam (Vive, Rift, Index, Windows VR), the Oculus Store (Quest, Rift), and the PlayStation Store (PSVR), priced at $40. A release is also planned for PC VR headsets via the Microsoft Store, however its launch has been delayed due to unspecified reasons.

Set in a mysterious mansion, the single-player game tasks you with solving increasingly difficult puzzles to hopefully make your way out. Sound pretty standard, right? Not quite.

Unlike other escape room-style VR games, you’ve been physically chained to a wheel chair, which only allows you to look around and move your fingers to hit a single switch resting in your hand.

Image courtesy Amata K.K.

Strangely enough, whatever malevolent force bound you to the old-timey wheel chair has also attached a laser pointer to your head. When you press the switch, the laser pointer turns on, letting you direct Katia, the young girl in the trailer, so she can do the legwork (so to speak).

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What hasn’t been explained thus far is why Katia is helping you to escape, and why the masked phantom character is terrorizing you both.

As the result of a successful Kickstarter earlier this year, Last Labyrinth has been created by industry veterans whose previous works include titles such as ICO, The Last Guardian, Shadow of the Colossus, Puppeteer, and the Doko Demo Issyo series.

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‘Mr. Mercedes’ VR Escape Room to Land on HTC Vive July 22nd

Mr. Mercedes, the AT&T Audience Network mystery thriller TV series based on the titular Stephen King novel, is getting a VR escape room soon.

Dubbed Mr. Mercedes: Lair Escape, you step into the basement lair of one of the scariest killers from the mind of Stephen King, Brady Hartsfield (aka ‘Mr. Mercedes’). The VR escape room tosses you into the photorealistic recreation of the psychopath’s lair where you’ll have to solve various puzzles to find your way out. The title is said to incorporate footage directly from the set of Season 2 of the series.

Mr. Mercedes: Lair Escape was created by VR Playhouse, Double A Labs, and AT&T AUDIENCE Network, and was developed with Unreal Engine and Nurulize Atom View, a tool for volumetric data processing, color management, and delivery.

The title is headed to Viveport, HTC’s digital storefront for HTC Vive games, on July 22nd.

Mr. Mercedes: Lair Escape is currently available for demo at San Diego Comic Con, lasting from July 19th to July 21st. RSVP is required, so if you’re at Comic Con this weekend, click here to sign up.

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KFC Says Its Wacky VR Chicken Frying Experience Will Really Be Used for Employee Training

KFC has revealed a curious trailer for The Hard Way: A Virtual Reality Training Experience, an ‘escape room’ game designed for VR. While it may seem like a rather smart marketing campaign at first glance, the world-famous fast food company apparently has real plans for incorporating the VR experience into its employee training program.

VR training applications for the service and food industry have genuine potential, as seen in Google’s interactive learning tests, and Honeygrow’s training app for new employees. In the case of The Hard Way: A Virtual Training Experience however, the production value is unusually high, with gameplay that is heavy on presentation and light on actual training. Nevertheless, the sequence does introduce the basics of preparing chicken for KFC in a highly entertaining way, and could serve as a fun part of the employee initiation process.

With an atmosphere of light steampunk horror, including a somewhat disturbing version of The Colonel asking you to kindly fry some chicken, The Hard Way appeared to be an elaborate marketing campaign, but PC Gamer received an official response suggesting that the project is indeed going to be introduced to new employees in the future.

“KFC will use the VR simulation to supplement its robust, multi-step employee training program, called Chicken Mastery Certification, which provides detailed eLearning and hands-on training for cooks in each of KFC’s kitchens,” reads the press release from Yum! Brands. “KFC will provide yet another platform for training by bringing the VR simulation technology to its regional general manager training classes, quarterly franchise meetings, and employee onboarding.”

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