After about five minutes into my demo of Escape Plan, I totally understood what the people at Sony Santa Monica were talking about when they said that even at this late stage in the development process, they were still laughing hysterically at the ways Lil and Laarg died.
Case in point: I found more joy in watching Lil, the fragile one of the two, trip on a brick, get slapped by a giant fly swatter, fall of a platform, get electrocuted or inadvertently causing Laarg to get incinerated. It’s like watching the main character in Limbo die, but you don’t feel evil laughing at their misery.
But more than the comedic value, Escape Plan showed me the different ways that a game like this could only work on the Vita. While a game in black and white does not sound like a game where a ton of production value was put into it, the minute details and the amazing way the game comes to life in its various shades of grey needs to be seen to understand. The brilliant interplay between the touchscreen and the rear touch panel shows you how having that added control method really adds to the depth of the experience. In fact, you will rarely ever need to press a button. You could argue that Escape Plan could work on an iOS device with a few compromises, but those compromises would kill the experience and make the game just another throwaway puzzler. Instead, you get the game that is, in my opinion, a reason to buy a PS Vita. Then again, I still laugh hysterically at old Looney Tunes cartoons, so what do I know, right?
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