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?
User reviews: Mixed (103 reviews)
Release Date: May 22, 2014

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Recommended By Curators

"Best PC Metroidvania You Didn't Play 2013"

Reviews

“Inescapable hits all the right notes... I found the ending quite moving. A thoughtful critique smartly grounded in its simplicity ... the perfect way to cap off your soldier’s exploits.”
Indie Statik

“...as with the rest of the game, these snippets and bits of writing are ultimately a tool ... for creating an illusion, or a sense, of place – and at the very end of the game, a very specific mental space that the game ultimately, laudably, inhabits.”
The Slowdown

“...overall Inescapable is a polished and engaging experience that is a worthy tribute to the games that inspired its creation.”
RGCD

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.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP Service Pack 2
    • Processor: Pentium 3 or higher with SSE
    • Memory: 256 MB RAM
    • Graphics: OpenGL 1.1
    • Hard Drive: 3 MB available space
    Minimum:
    • OS: Mac OS X 10.5 Leopard
    • Processor: Intel
    • Memory: 256 MB RAM
    • Hard Drive: 3 MB available space
    Minimum:
    • OS: Recent distribution with glibc 2.13 or higher
    • Processor: Pentium 3 or higher with SSE
    • Memory: 256 MB RAM
    • Graphics: OpenGL 1.1
    • Hard Drive: 3 MB available space
    • Sound Card: Requires ALSA
Helpful customer reviews
11 of 13 people (85%) found this review helpful
2.1 hrs on record
Posted: March 7
Note: video review embedded below.

Though it was likely intended to create a sense of isolation, what Inescapable’s lack of music did to me was give me ample time to think.

Within its audio void, it became easy to see Inescapable’s various parts, how they fit and why they were there. And as I observed and seemed to spend more time analyzing than playing, a pattern began to appear, one which seemed to subliminally cry out “there is no point to any of this.”

Inescapable is a game built-in the image of the greats which came before it, most clearly Super Metroid, but it doesn’t know where to go beyond replicating elements that worked in other games. There’s a suffocating sense of routine running through Inescapable, each piece fitting cleanly in its designated space as if that alone gives it a purpose.

Monsters populate every hallway and cavern, upgrades section off parts of levels, and backtracking is used heavily as if to create an illusion of larger scale. But why? Why am I fighting so many of the same creature when shooting is neither fun nor gives any reward? What is the point of an upgrade with such a minimally used application? Why are levels so large if there’s nothing within them?

I don’t want to say that Inescapable was designed to waste your time, but it definitely feels intentionally drawn out for the sake of it. There is never an end goal to anything you’re doing beyond continuing to explore, to collect, to fight off the incessant monsters whose only real crime is forcing you to stop every few steps to take them out. It’s as if the game desperately wants to keep you playing to give it more time to find the reason you’ve been forced to run around so much. It doesn’t find it though, and what’s been put in place is such an earnestly fabricated attempt at relevance that I just wished Inescapable had come out with it at the start and saved us both the needless journey.

https://www.youtube.com/watch?v=wndCJ8wcoCA
You can read more of my writing on Kritiqal.
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2 of 3 people (67%) found this review helpful
3.9 hrs on record
Posted: February 22
Update: It looks like the developer is remaking the game with the help of several others. (Including one that worked on Ninja Gaiden and another on Guilty Gear.) I would definitely hold off and see if the remake "Exile's End" is as good as they are making it out to be. Varied monsters, music, redesigned levels, and (hopefully) a map system could make this game worthwhile.

Source: http://www.polygon.com/a/life-in-japan/Exiles-End



Original: This would be a fun 2hr Metroidvania-ish game but it really needs some kind of map system. Most of the challenge in the game comes from wandering around the world trying to find that room you saw before. Unfortunately the level design is poor and bland so you won't get much help from the repetitive scenery and layout.

There is no music in the game and the few sounds are annoying/repetitive enough that I played half of the game with the audio off.

The lore and storyline are interesting enough, it feels like the game is building towards something great. Suddenly the game ends with an interesting quote on the screen--it would be thought-provoking but feels like it was just thrown in there. The ending quote feels like they couldn't figure out how to tie in their storyline to the quote and just threw it in anyways.
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66 of 86 people (77%) found this review helpful
0.9 hrs on record
Posted: May 22, 2014
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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41 of 53 people (77%) found this review helpful
2.1 hrs on record
Posted: May 23, 2014
Do you recommend this game? Yes, but and it's a very big BUT you need to be in the right mindset in order to get enjoyment out of it. If you expect something like (Super) Metroid or a game that has expanded on the groundworks laid out by Nintendos masterpiece you will be severely disappointed and if you are hardcore about your Metroidvania you will hate this games guts.

However, I don't think this game was ever intended to be a spiritual successor to Metroid or the post-Symphony of the Night games. Instead, the game feels much older - the gameplay and scale of it is more reminiscent of early 2D "freeroam" titles.

The way it handles reminds me a lot of old Amiga games, I think there are influences from Shadow of the Beast for instance - merged with ideas from other titles. I get a bit of a Flashback-vibe from it too (though the game itself is nothing like Flashback at all, mind you). You get a maze, some storybits thrown in and pretty basic combat against rather unspectacular enemies. Apart from that you spend your time going back and forth through the maze (without a map!) and grabbing items to open doors. And then the game ends. You are done. That's it.

Sounds terrible, right? So, why on earth would I recommend this? Because it feels so ♥♥♥♥♥♥♥ old and simple - and I love it for that. Not only does it look properly early 16 bit (the color palettes used feel just right to me) - it kind of looks just like an actual Amiga-game or some second generation Mega Drive / Genesis title with a bunch more colors. There is also no music - as someone who still regularly plays games that either have no background music or force you to pick between SFX or music I don't mind that at all. Somehow, I think, it even adds to the atmosphere of solitude - being a stranded guy uncovering some dark secrets on an alien planet.

And it is all so nicely simple - just the way I remember games, you can't do much but run, jump and shoot. Even in 2014 nothing beats the simplicity of the old ♥♥♥♥ that I love to death. Occasionally you pick up an upgrade for your suit giving you some abilities to overcome certain obstacles - but they don't mix up the gameplay enough in any exciting way. But I really don't mind - it's just like a game straight from 1990 without the brutal difficulty. You can easily beat it in an evening/afternoon and would be even faster if you know what you are doing and then scratch your head about the weird ending (that in it's own way fits with the oldschool style - I remember a lot of weird homecomputer games with these kinds of abrupt and strange endings).

It all boils down to this: do you want to own/play something that feels right at home in your library between titles like: the original Duke Nukem (the 2D platformer) or MURI for example? Meaning it's outdated, archaic and simple? Without any comfort functions and lacking pretty much all modern influences? Would you get kicks out of discovering a "lost" Amiga-game from 1990 in this day and age and get all giddy to try it out and enjoy yourself in the process?

If you are a person like that (I know I am) - you will enjoy "Inescapable". It is decidedly old and limited. If you expect anything "better" than a game that would have been cool 25 years ago and feels outdated today, you will be disappointed.
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34 of 47 people (72%) found this review helpful
1 person found this review funny
2.2 hrs on record
Posted: May 22, 2014
This game has no map, no difficulty, no real story, and no ending.

There are only a few types of enemies, and the most common ones you fight throughout the entire game can be defeated by crouching so their bullets move over you. I never took any health damage except at the start of the game before you get the upgrade to negate fall damage.

The game claims to be a metroidvania game, but in truth it's completely linear. The optional areas- which contain nothing except suit energy you don't need- only serve to make you waste time walking back and forth.

Basically, the entire game is fighting trivial enemies that are no threat, doing annoying platforming, and then the game abruptly ends before anything interesting happens.

The game's "ending" is an anticlimax that felt like the developer just got bored of the game and decided to end it half way through.

=========== SPOILERS BELOW ================

Yes, we all know that video game protagonists always manage to heroicly save the day despite a single person defeating hoardes of enemies being completely implausible. There's a reason that games are like that. "Ending" the game by having your character walk into a room and then die through some ambiguous explosion or earthquake or a ship falling on you or whatever that was isn't some novel idea. It's just an annoying anticlimax that makes the game feel incomplete.
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