Weekday Escape N°68
Here we are again: Gathered together by this intangible connection through the interwebs and, although not something we can put a finger on, it's no less real nor is it insubstantial. I think (and forgive me if I'm being too forward but) we have something special between us—you, me, everyone. It's not just like. We don't simply like these escape games. This is a considerably more poetic, personally resonating and meaningful thing. We're not on the fringe of society, either. Escape games got the Hollywood spotlight, albeit with a bit of parody, in a recent episode of The Big Bang Theory. But to explain too much explains away part of the coolness of it, eh? Still, I don't want to march in here without preamble and just toss out a few games and say: "Uh, here. Give them a try." That'd be far too...what. Dismissive. Abrupt. Unappreciative of our unique bond. Right? Right. So, now we're all in symbiotic accord on the matter, let's skip formalities and get on to it: Everybody, here is this week's Weekday Escape...
Escape from the Room Surrounded by Bookshelves 3 - Hottategoya's clean, sparse and expertly designed abodes are more than a feng shui How To guide—Such minimalism makes it possible to embed puzzle clues into the setting while maintaining an aesthetic balance. Its brevity disappoints if you're looking for more substantial sojourning, yet the fit-in-almost-any-time-slot compactness ensures accessibility. Those well-versed with Hottategoya's stylings won't be taken by surprise and those who haven't played a Hottategoya game before, or who dismissed this designer's work years ago... What's holding you back? A seamless UI, lovely graphics and logical puzzles top the list of reasons Hottategoya excels in the escape genre. While this particular example is perhaps not the best, time spent playing it is not wasted.
Girls Room No.5: Powder Brush - It's okay, FunkyLand. So you somehow missed the meme-dom of Sarah McMane's girl power poem, For My Daughter quoting Clementine Paddleford—"Never grow a wishbone, daughter, where your backbone ought to be"—(which has been so widely circulated this week, it's rather hard to miss but, well, just saying). It's okay, because we still love you enough to happily indulge in your every creation. Have I been too demure to simply say, "I have some issues with this particular series"? Maybe. But being objective, as a professional critic, I can confidently say Girls Room does not compare favorably to other FunkyLand inceptions, notably games like Alice House, based on a specific headstrong heroine's adventures, and any one of the Candy Rooms with their playful presentations of clues. Now that's aired out, I do have to say, this episode is so far my favorite of the series; too short and simple, yet it has a tad more spunk and pizzaz in its construction than the previous four.
Dark Dungeon Escape - The scenario of this particular Flash 512 escape may be dire, dank and dour, but the graphics are crisp and clear and actually rather lovely, not at all too dark to dampen the gaming experience. Even so, a few hard-to-find hotspots could potentially lengthen your stay despite otherwise straight-forward puzzles, which rely less often on logical deciphering and more on proper item usage. Still, that lends a classic adventure game feel to the typical escape-the-room objective. All you need to know to get started is this: See those three buttons about midway down the page, some Chinese lettering followed by the word "PLAY"? Click one, any one, and the game will load. After that, you'll know what to do.
We love escape games, and our readers love talking about them and sharing hints! How about you? Let us know what you think, ask for clues, or help out other players in the comments below.