The new surprise feature for launch is... Escape Mode!
Bored of building prisons? Switch to escape mode, load a random facility and take direct control of a prisoner and crack on with the important business of breaking out. Earn experience points by shanking a guard, form up a posse of rough-necks and head to the armoury to shoot your way out or nick some tools from the workshop and start digging a tunnel hidden behind a picture of Raquel Welch.
The new surprise feature for launch is... Escape Mode!
Bored of building prisons? Switch to escape mode, load a random facility and take direct control of a prisoner and crack on with the important business of breaking out. Earn experience points by shanking a guard, form up a posse of rough-necks and head to the armoury to shoot your way out or nick some tools from the workshop and start digging a tunnel hidden behind a picture of Raquel Welch.
"We decided to take a break from improving the game to make a whole other entire game, enjoy!"
+1
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
they are also introducing a story mode to help walk new players through the systems and complexities introduced over the span of development.
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
watch the video @dirtyboy posted. You earn reputation points by doing lots of things playing escape mode and you use the points you gain to get the same skills prisoners have when you're playing in the usual sandbox mode.
Escape mode will be rather interesting since you can use it as a way to determine worst case scenarios for your prisons as well as figure out what to watch out for before things become a problem. Nothing is worst case more than an intelligent subverter. That experience and insight will feed back into your overall designs.
I totally expect people to build panopticons as a counter/challenge to escape mode and in a way, it'll be like having a PvP mode in the game
I'm way behind on this, but Escape mode does sound pretty sweet!
Maybe if things go well, the devs will someday create a multi-player version where one person runs the prison, and one or more get to play prisoners within that prison and try to escape. Or maybe not try to escape, but either just live the prison life, cause as many problems as possible, or even be an internal force for order within the walls.
Mrs. Rhesus has had real issues with one prisoner lately, who is volatile, deadly and fearless. He's already killed three people, so it's the first time she's considered setting up an execution chamber - he just keeps racking up the body count, even in solitary 23 hours a day.
She's also had to deal with a snitch who can't resist pissing people off, so there're constant stabbings in the cafeteria.
There has to be a way of combining those two problems to solve at least one of them.
That was my suggestion - it worked to get rid of the snitch, but now Stabby McFearless runs rampant
Pretty sure that's the worst video game review I've ever read.
It's like a thesaurus and freshman paper on the history of prisons had sloppy sex while the menu screen of Prison Architect was on in the corner of the room.
This style of disgusting and inaccurate analogy was first popularised by Jonathan Q. Gabriel in the early aughts. F. Z. Throatwarbler writes in his essay "Sharks and Analogies" that they play a valuable role in pontificating online etc etc etc
Basically the TLDR is "Its a bad game because they didn't address race" which is a big deal in the American prison system at least but:
Prison architect is meant to be representative of all nations and isn't based on the American prison system specifically
Its pretty obvious why Introversion wouldn't want to touch this particular subject with a 10 foot pole
The game actually does address race in as much as gangs are frequently based on race
Anyone tried escape mode yet?
0
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Aside from screwing around a bit during EA I've left this game largely untouched until today. I put a few hours into the campaign. Wow this is pretty engaging. It says a lot that you can read a crowd by their animations and audio. I'm looking forward to seeing how deep this goes. Probably a lot deeper than my attention span these days, this thing is nuts.
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
it's also a bad review because, um, he didn't actually review the game. He reviewed the concept for the game, but didn't actually talk about a single second of gameplay.
Man, I had some serious OCD going on with this game in EA. I would plot out optimal room sizes with math, so that they would be most efficiently used. Now I have to go figure out what my notes meant. Like, look at this shit:
Canteen: (14 deep x 24 wide), hall is top to bottom
OW (1), serving table (5), gap (5), W(1) = 12
W (1), gap (1), bench(1), table(1),bench(1), hall (2), bench (1), table (1),bench(1),gap(1),W(1) = 12 + 2 for metal detectors
W(1), table (4), gap (1), table (4), gap(1),serving table (1), hall (2), table (4), gap (1), table (4), W (1) = 24 (door at 13/14 inc walls)
it's also a bad review because, um, he didn't actually review the game. He reviewed the concept for the game, but didn't actually talk about a single second of gameplay.
Yeah, if he had written that as like a think piece on the subject matter of the game, it'd have been fine, if perhaps a bit verbose. But throwing a number on it and trying to pass it off as a review is just farcical.
Ha. Reading some of his other work now, and they all seem to run off on abstract tangents that read like somebody trying to fill pages for a term paper. His review of Beyond Earth spends like 3 paragraphs on the differences between 'arborescent' and 'rhizomatic' philosophies of knowledge in order to show how a tech web is different from Civ's linear tech tree.
I think you've discovered the Armond White of game reviewers.
it's also a bad review because, um, he didn't actually review the game. He reviewed the concept for the game, but didn't actually talk about a single second of gameplay.
Not necessarily, he said that it's an excellent game that stands up well against its inspirations like Dwarf Fortress, focuses primarily on being a good game while still giving a good deal of respect to the essence of what it's modeling, and is far better and more respectful than previous stabs at the genre by other developers. Which apparently means it deserves a 55 out of 100?
I've tried to sink my teeth into this game a few times, but it's never managed to grab me for the long haul. I love building and managing the logistics of my prison, but I never really forge a connection with my prisoners. Maybe I'm just not navigating the interface correctly, but I never feel compelled to click on my prisoners to learn about them. As a result, each prison I build tends to play out in a pretty similar way, as opposed to being a unique story. I guess I'm spoiled after playing a lot of Dwarf Fortress, which is absolutely amazing at crafting a story around your embark.
I wish my guards had personalities. I mean, they're the guys who stay with you forever right? It would be so cool to me to see relationships between inmates/guards develop over long periods of time.
Posts
"We decided to take a break from improving the game to make a whole other entire game, enjoy!"
Shogun Streams Vidya
I don't...uh...I don't really like this.
Shogun Streams Vidya
I totally expect people to build panopticons as a counter/challenge to escape mode and in a way, it'll be like having a PvP mode in the game
Maybe if things go well, the devs will someday create a multi-player version where one person runs the prison, and one or more get to play prisoners within that prison and try to escape. Or maybe not try to escape, but either just live the prison life, cause as many problems as possible, or even be an internal force for order within the walls.
http://killscreendaily.com/articles/design-punish-review-prison-architect/
Pretty sure that's the worst video game review I've ever read.
That was my suggestion - it worked to get rid of the snitch, but now Stabby McFearless runs rampant
It's like a thesaurus and freshman paper on the history of prisons had sloppy sex while the menu screen of Prison Architect was on in the corner of the room.
This style of disgusting and inaccurate analogy was first popularised by Jonathan Q. Gabriel in the early aughts. F. Z. Throatwarbler writes in his essay "Sharks and Analogies" that they play a valuable role in pontificating online etc etc etc
Anyone tried escape mode yet?
OW (1), serving table (5), gap (5), W(1) = 12
W (1), gap (1), bench(1), table(1),bench(1), hall (2), bench (1), table (1),bench(1),gap(1),W(1) = 12 + 2 for metal detectors
W(1), table (4), gap (1), table (4), gap(1),serving table (1), hall (2), table (4), gap (1), table (4), W (1) = 24 (door at 13/14 inc walls)
That's tragic.
Quickly, grab a paint tool and set this to right! We need diagrams!
This game is pretty darn awesome. Glad I bought in. All these prisoners aren't going to burn to death in their cells without me.
Yeah, if he had written that as like a think piece on the subject matter of the game, it'd have been fine, if perhaps a bit verbose. But throwing a number on it and trying to pass it off as a review is just farcical.
I think you've discovered the Armond White of game reviewers.
Not necessarily, he said that it's an excellent game that stands up well against its inspirations like Dwarf Fortress, focuses primarily on being a good game while still giving a good deal of respect to the essence of what it's modeling, and is far better and more respectful than previous stabs at the genre by other developers. Which apparently means it deserves a 55 out of 100?
I wish my guards had personalities. I mean, they're the guys who stay with you forever right? It would be so cool to me to see relationships between inmates/guards develop over long periods of time.