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[Prison Architect] ... DOT COM

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    f3rretf3rret Registered User regular
    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.

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    TeeManTeeMan BrainSpoon Registered User regular
    f3rret wrote: »
    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!"

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    ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    they are also introducing a story mode to help walk new players through the systems and complexities introduced over the span of development.

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    f3rret wrote: »
    Earn experience points by shanking a guard

    I don't...uh...I don't really like this.

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    ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    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.

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    TakelTakel Registered User regular
    edited September 2015
    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

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    TeeManTeeMan BrainSpoon Registered User regular
    October is right around the corner, time to clear some time for the release!

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    Toxic PickleToxic Pickle Thash grape! Registered User regular
    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.

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    f3rretf3rret Registered User regular
    Is it tomorrow yet?

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    Raiden333Raiden333 Registered User regular
    So I checked out how this was doing on Metacritic... "Huh, generally really positive so far, but one 55/100? What the..."

    http://killscreendaily.com/articles/design-punish-review-prison-architect/

    Pretty sure that's the worst video game review I've ever read.

    There was a steam sig here. It's gone now.
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    HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    Just picked it up, the first story caught me by surprise and was dark and awesome. Totally gonna put some more time into this!

    I'm making video games. DesignBy.Cloud
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    Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited October 2015
    David_T wrote: »
    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
    Raiden333 wrote: »
    So I checked out how this was doing on Metacritic... "Huh, generally really positive so far, but one 55/100? What the..."

    http://killscreendaily.com/articles/design-punish-review-prison-architect/

    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

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    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:
    1. Prison architect is meant to be representative of all nations and isn't based on the American prison system specifically
    2. Its pretty obvious why Introversion wouldn't want to touch this particular subject with a 10 foot pole
    3. The game actually does address race in as much as gangs are frequently based on race

    Anyone tried escape mode yet?

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    DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    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.

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    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.

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    f3rretf3rret Registered User regular
    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)

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    BasilBasil Registered User regular
    edited October 2015
    Why did you hurt yourself like that?

    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.

    Basil on
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    VeagleVeagle Registered User regular
    Dhalphir wrote: »
    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.

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    VeagleVeagle Registered User regular
    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.

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    StuffGuyStuffGuy Registered User regular
    So, there was a fight in my Canteen, and I'm looking through the survivor's to see if I need to send anyone to supermax or protective. Instead I found this: steamcommunity.com/profiles/76561197984152781/screenshot/642119050547259668

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    DirtyboyDirtyboy Registered User regular
    Now you can play out all your Orange is the New Black fantasies:

    https://www.youtube.com/watch?v=PsTOSHhy-_Y

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    jothkijothki Registered User regular
    Dhalphir wrote: »
    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?

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    SceptreSceptre Registered User regular
    edited May 2016
    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.

    Sceptre on
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    DirtyboyDirtyboy Registered User regular
    Have you looked around on the workshop?

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    SceptreSceptre Registered User regular
    A little bit, anything you recommend? It seems like the majority of the mod content just adds more rooms or alters the visuals.

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