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An escape room video game, also known as escape the room, room escape, or escape game, is a subgenre of point-and-click adventure game which requires a player to escape from imprisonment by exploiting their surroundings. The room usually consists of a locked door, objects to manipulate, and hidden clues or secret compartments. The player must use the objects to interact with other items in the room to reveal a way to escape. [1] [2] Escape the room games were born out of freeware browser games created in Adobe Flash, but have since become most popular as mobile games for iOS and Android. [3] [4] Some examples include Crimson Room, Viridian Room, MOTAS , and Droom. The popularity of these online games has led to the development of real-life escape rooms all around the world. [5]
Elements of escape the room games can be found in other adventure games, such as Myst and Nine Hours, Nine Persons, Nine Doors , where a complete puzzle is solved by evaluating the elements within a single room. [6] [7] [8] Games like The Room may also present virtual puzzle boxes that are solved in a similar manner to escape games, by finding out how to open the puzzle box using visual clues on the box and around the environment.
The basic gameplay mechanism of having the player trapped in a single location dates back at least to John Wilson's 1988 text adventure Behind Closed Doors, [9] in which the player is trapped inside a restroom. [10] However, the growth of escape the room games is believed to be tied to the popularity of the Myst series, first released in 1993 by Cyan Worlds, which created puzzles across pre-rendered computer-generated environments, requiring players to look for clues across the landscape. The first game was a landmark title, helping to popularize the use of CD-ROM technology for computers, but as they continued to develop sequels with more ambitious landscapes, alongside several other developers spurred by Myst's success, adventure game sales flattened. [10] Rand Miller, one of Cyan's co-founders, described Myst as "too big" and "too hard to top". [11] Vox writer Alex Abad-Santos stated that while adventure games with more open exploration may be "too aimless", the appeal of escape room games is in their immediacy and constricted world. [10]
The term originated in 2001 from the MOTAS game, [12] though there are many older examples of the point-and-click variation, such as Noctropolis, and even earlier examples from the text adventure canon. The genre was further popularized in 2004 by the Japanese "Crimson Room" game by Toshimitsu Takagi, which has spread throughout the internet and can be seen on many gaming websites. [10] [13]
Most escape-the-room games play from a first-person perspective, where the player must click on objects to interact with them. Most room escape games offer only token plots, usually a short cut scene consisting only of text to establish how the player got there, and sometimes another when the game is finished. [1] [2] [6] Room escapes usually have a minimalistic interface, ambient soundtrack, and no non-player characters; these elements can enhance the gamer's sense of isolation. [3]
During gameplay the player must click on objects to either interact with them or add them to their inventory. As the player passes the mouse over the game screen, usually the mouse cursor will change shape (e.g. to a hand or different kind of arrow) if the item under the cursor can be used, opened, manipulated, collected, searched or (if an exit) followed, but some games do not provide such hints to the player. If the object cannot be collected, opened, used or manipulated, the player is usually assumed to be inspecting it; in most cases, the player will see a brief text description. [2] The player must collect items and use them with various objects (or other items in the inventory) to find a way to get out of the room. Some games require the player to solve several rooms in succession. Some require significant amounts of pixel hunting (tedious searching for a small clickable area), which can frustrate players. [3] For example, when reviewing the PSP game "Crimson Room Reverse" (a collection of room escape games that were originally free online flash games), critic Brad Gallaway said, "Key items are often hidden behind other items, and the player has no way of knowing these areas exist or that it's possible to search there unless the cursor falls in a very specific location, sometimes a "hot spot" as small as a few pixels." [14]
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. Many puzzle games involve a real-time element and require quick thinking, such as Tetris (1985) and Lemmings (1991).
Myst is an adventure video game designed by Rand and Robyn Miller. It was developed by Cyan, Inc., published by Broderbund, and first released in 1993 for the Macintosh. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on pre-rendered imagery. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid.
Riven: The Sequel to Myst is a puzzle adventure video game, the second in the Myst series of games. Developed by Cyan Worlds, it was initially published by Red Orb Entertainment, a division of Broderbund. Riven was distributed on five compact discs and released for Mac and Windows personal computers on October 31, 1997, in North America; it was later released on a single DVD-ROM in 1998. Riven was also ported to several other platforms. The story of Riven is set after the events of Myst. Having been rescued from the efforts of his sons, Atrus enlists the help of the player character to free his wife from his power-hungry father, Gehn. Riven takes place almost entirely on the Age of Riven, a world slowly falling apart due to Gehn's destructive rule.
Uru: Ages Beyond Myst is an adventure video game developed by Cyan Worlds and published by Ubisoft. Released in 2003, the title is the fourth game in the Myst canon. Departing from previous games of the franchise, Uru takes place in the modern era and allows players to customize their onscreen avatars. Players use their avatars to explore the abandoned city of an ancient race known as the D'ni, uncover story clues and solve puzzles.
Myst IV: Revelation is a 2004 adventure video game, the fourth installment in the Myst series, developed and published by Ubisoft. Like Myst III: Exile, Revelation combines pre-rendered graphics with digital video, but also features real-time 3D effects for added realism. The plot of Revelation follows up on plot details from the original Myst. The player is summoned by Atrus, a man who creates links to other worlds known as Ages by writing special linking books. Almost twenty years earlier, Atrus' two sons nearly destroyed all of his books and were imprisoned; Atrus now wishes to see if his sons' imprisonment has reformed them. The player travels to each brother's prison, in an attempt to recover Atrus' daughter Yeesha from the brothers' plot.
The Mystery of Time and Space is a popular online graphic adventure game created by Jan Albartus (LOGAN). The game was produced using Macromedia Flash and was an early influential example of the escape the room genre. There are 20 levels of varying length, some consisting of a single room and others consisting of a large network of rooms. Though advertised as a constant work-in-progress with "new levels coming soon," MOTAS has not been updated since May 2008.
Nightfall is an American computer game released in 1998 by Altor Systems, Inc. Although claimed to be the first real-time 3D first person adventure game, there are earlier examples of 3D first person adventure games, however, such as Total Eclipse, released in 1988. It employs a three dimensional world and sprites for objects such as vases and rats, as well as true 3D objects such as blocks and statues. Essentially, the gameplay is a combination of 3D first-person shooters such as Doom, the gameplay found in Myst, with some additional elements.
Dream Chronicles is a 2007 adventure, hidden object, and puzzle casual game developed by KatGames and published by PlayFirst. It is the first installment in the series.
Alice: Interactive Museum is a 1991 point-and-click adventure game, developed by Toshiba-EMI Ltd and directed by Haruhiko Shono. It uses elements and ideas inspired by Lewis Carroll's Alice's Adventures in Wonderland, and pioneered the use of pre-rendered 3D computer graphics, being released two years before 1993's highly notable The Journeyman Project and Myst. It was initially designed for Mac computers and later released for the Windows 3.x and Windows 95 platform. In 1991, Shono won the Minister of International Trade and Industry's AVA Multimedia Grand Prix Award for the game, and in 1995, Newsweek coined the term "cybergame" to describe games such as Alice and Shono's second game, L-Zone. They were followed by Shono's third title, Gadget: Invention, Travel, & Adventure, in 1993.
Juggernaut, known in Japan as Juggernaut: Senritsu no Tobira, is a horror-themed adventure game for the PlayStation. It was developed by the Japanese studios Will and Tonkin House. The game play is similar to that of the popular adventure game Myst and featured FMV sequences.
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Dream Chronicles: The Chosen Child is a 2009 adventure and puzzle casual game developed by KatGames and originally published by PlayFirst. It is the third installment in the Dream Chronicles series, the second sequel to 2007's award-winning game Dream Chronicles and also the last part of the first trilogy called Faye's Journey.
Dream Chronicles, first released in 2007, is a series of adventure, hidden object and puzzle casual games. It was created by Miguel Angel Tartaj for KatGames and published by PlayFirst. It's also the name of the first game in the series.
An escape room, also known as an escape game, puzzle room, exit game, or riddle room is a game in which a team of players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time. The goal is often to escape from the site of the game.
Exit was an American game show on Syfy that premiered on June 4, 2013.
ClueJob is a real-life escape the room game that was started on 1 January 2015 in Limassol, Cyprus by Filios Sazeides and Panayiotis Mavrokefalos. It was the first real-life escape the room game started in Cyprus.
ClueKeeper is a GPS location-aware software platform created by a group of puzzle lovers and initially released in 2013. It is an iOS and Android based app for building and playing puzzle hunts. It incorporates features of a puzzle hunt, an escape room, and augmented reality.
The Eyes of Ara is a 2016 adventure game developed by the Brisbane-based, one-man independent games studio 100 Stones Interactive, founded by Ben Droste.
The Room: Old Sins or The Room 4: Old Sins is a puzzle video game developed by Fireproof Games, and the fourth game in their series, The Room. It was released for mobile platforms in January 2018 and Windows in February 2021.
Cluedo, known as Clue in North America, is a murder mystery-themed multimedia franchise started in 1949 with the manufacture of the Cluedo board game. The franchise has since expanded to film, television game shows, book series, computer games, board game spinoffs, a comic, a play, a musical, jigsaws, card games, and other media.
The first is the Escape Part. Here, you explore the rooms and use the DS touchscreen to examine everything in the room -– anything that could give you a hint on how to escape from the locked room. As you discover new things, the people with you will also give their input and provide you with more hints. Sometimes, you can also find usable items, which can be combined with other items for various purposes. Once you solve all the mysteries in the room, it is possible to unlock the door and escape.