Inescapable
- minobfulltipacfeng
- Sep 2, 2019
- 6 min read
About This Game The debut release from Magnetic Realms is a Sci-Fi action adventure called "Inescapable".Named the "Best PC Metroidvania You Didn’t Play of 2013" by Matthew Zulawski of metroidvanias.com and listed as a notable game in indiegames.com's Top 10 Indie Horror Games of 2013, the game sees players unravel the mystery uncovered by a remote interplanetary mining operation. What did they find? What threat does it pose? And ultimately, what does it truly mean to be a hero?Side scrolling action combined with adventure style puzzles.A large world to explore with an intriguing story and an unusual, thought-provoking ending.Hand drawn pixel art for a classic Amiga/Atari ST 16-bit era graphical style.Features optional CRT screen simulation effect for a more authentic look on modern LCD monitors.Available for Windows, Mac and Linux. 7aa9394dea Title: InescapableGenre: Action, Adventure, IndieDeveloper:Magnetic RealmsPublisher:Magnetic RealmsRelease Date: 22 May, 2014 Inescapable inescapable movie. inescapable definition. inescapable definition english. inescapable questions autobiographical notes. inescapable prison. inescapable 2004 full movie. inescapable 2003 vodlocker. inescapable amy bartol movie. yagya inescapable decay of my heart. inescapable def. inescapable you. inescapable ecologies. inescapable swaddle. inescapable or unavoidable. inescapable ken. inescapable communication. inescapable (the premonition #1). inescapable online movie. inescapable word in a sentence. inescapable artinya. inescapable meaning in kannada. inescapable movie 2003. inescapable hindi meaning. inescapable conclusion. inescapable network of mutuality meaning. inescapable thesaurus. inescapable anxiety. inescapable meaning in telugu. inescapable 2012 cast. inescapable crib. inescapable plot. inescapable hamster cage. inescapable cost Inescapable it is an underrated gem, the game draws inspiration from Metroid and many games from the Genesis/MegaDrive era. The game is quite linear with some small backtracking, the gameplay focus on exploration and some light puzzles, the combat is fairly straightforward and doesn't obstruct the flow of the player. The movement of the protagonist could be more refined, sometimes the platforming is not as satisfying as it should be because the jumping motion is a bit tricky.There are some tense moments, especially the underwater sections, but overall the plot and the atmosphere are well done. It makes you to keep playing and discover the meaning of those logs scattered around.The duration is short but I think it's a sensible decision, these type of games can drag a lot if they try to force the duration adding zones for no reason.All in all it was worth my time. Recommended.. The initial storyline is engaging. You are a member of what seems to be a security team for some large coorporation dispatched to a planet by the boss himself. Upon arriving you are shot down (technically forced to use the escape pod) by the company's arch rival. Your comrads are dead and you must find a way to send a distress signal and get off the planet. As you investigate deeper into the planet you discover that there is more at stake than losing a dig site to your rival company.The gameplay is fun and the controls are good. The game itself is reminiscent of a watered down version of metroid where you have essentially an open world to explore and advancing is controlled by what powerups you have so far. That said, there aren't that many powerups total and the enemy diversity is minimal. There isn't anything which I would call a boss fight.I've seen that some complain about no map and no music. I admit, music would've been nice but its absence does provide a certain tension that is condusive to the games atmosphere. Having no map makes me think of those old games of yore (NES that is) where one had to draw one's own maps and keep track of where you were going. From that perspective, I like the no map option. It is a different kind of game design that stems from giving players value in a game by making it more difficult.So finally, would I recommend this game? Well, the story builds and I was very excited to see how they would end it but ufortunately the ending was, in my opinion, the equivalent of a book ending with suicide. It is like the authors couldn't write their way out and so went with a very unsatisfying solution. Maybe I just didn't get their point but sadly, it was enough to make me feel as though my time spent playing was in vain.. Entertaining and had lots of potencial. I find it sad it ends on a sour note and that i completed this game in only 2 hours.Was worth it though. Maybe would be cool if this was a phone app instead?. Part of me wishes this was longer; but it really is just the perfect length for what it is. I really like this buy for five dollars. If you hear the "Metroidvania" tag and expect something along the lines of Super Metroid, Fusion, or such, you may be disappointed - the MV genre is the closest easy genre to throw at it, but this is something a little different. It's less like a modern era Metroidvania throwback, and more like a Metroidvania era Amiga throwback. Compared to what one expects from an indie MV style game, it's simpler in many ways, but with a little more push on narrative. I'd really like to see what the fellow making this can do with a few more resources. It's stripped-down approach, while it may just be an artifact of the single-dev approach, is quite suiting to the game. It comes across as slightly haunting, really. It's like a really good indie record from the 80's - rather than being hindered by it's limitations, it has embraced them into part of the aesthetic, and made something better for it. I think trying to make a game with the same sort of emotional resonance that is attempted in modern titles, within the confines of a vintage-styled 2D game, and to succeed on the level this game has is quite the accomplishment. From a gameplay aspect, while I often like something in this genre with a more open and less linear map (Aquaria was one of my favorites in this regard) given the size of this game, and the slow speed of movement, I appreciated the "looping" nature of many of the paths you take - while it does create a slightly more linear experience, it removes a lot of the "grind" of making your way across repeated terrain. Teleporters and shortcuts and other work-arounds wouldn't have worked as well with the feel of this game, really, and allowing the character to move through the environment faster would have ruined the feel and mood of the game. Really, there's been an incredible balancing act in a lot of aspects of this game. Every decision in it's creation seems to be quite deliberate. Honestly, I have a hard time not recommending this to anyone - the dollar and time cost are low enough to not feel like a waste even if you don't like it, and it's an intriguing game. It doesn't quite hit every note it reaches for, but if you like 2D styled games, and games driven slightly more by story than action (without being action free) this is a good try.. I'm a big fan of the "Metroidvania" genre. This game is unfortunately pretty weak. It has no music. There are only three types of enemies in the game. There are only two types of environments. All of the "puzzles" involve finding an item and putting it into a slot with the appropriate shape. No map helps you with a sense of exploration. The plot is all communicated through scanning alien artifacts, and it involves... an alien mining operation that uncovered something. There are 0 secrets. It has at least two serious game-breaking bugs that I suspect you will encounter even if you don't like to play games looking for bugs, like me.Would have gotten 4 out of 5 stars from me in Ludum Dare, but not worth the time on Steam. :(. Ugh.. I suppose you can call this game a "metroidvania" in the same sense that a half-empty parking garage is a metroidvania. Sure, you have complete freedom to wander back and forth between a wide variety of drab-colored largely uninhabited levels that all look the same, but nobody would ever mistake it for entertainment. Honestly, the game was more fun at the beginning when falling more than a few feet at a time killed you. At least that made some of the mindless jumping between platforms bits a bit more challenging. Apparently "adventure style puzzles" actually means "and now your player comes to a gap that can only be jumped if you nudge forward until you have approximately one pixel of sprite box left on the ledge," and failure doesn't result in death, you just fall back to the beginning of the level and have to loop back through three stories of tedious ladder climbing. Eventually you do pick up a few more weapons and powers, but what's the point when 99% of the game is wandering around empty terrain, occasionally shooting a bunch of identical monsters in the face and ducking to avoid their bullets?
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