• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Exit - IGN review

Wario64

works for Gamestop (lol)
http://psp.ign.com/articles/689/689010p1.html

8.5 Presentation
Wacky but cool Flash-esque cut-scenes and a lenient level selector that doesn't force you to stick to one level.
9.0 Graphics
Fantastic animation and art style. One of the coolest looking games we've seen in a while.
7.0 Sound
Passable music and somewhat annoying voiceovers luckily play second-fiddle to the graphics.
6.5 Gameplay
Problematic controls and an abundance of trial-and-error puzzles late in the game flaw the otherwise very cool puzzle elements.
8.5 Lasting Appeal
With 100 areas and downloadable content, you'll be busy for a long time to come.
6.8
Passable OVERALL
(out of 10 / not an average)


Exit is a rather mixed bag. In theory, and even in practice, the person-centric puzzles are laid out nicely and can really challenge your noggin towards the late stages of the game. But at the same time, there's a whole lot of trial-and-error going on here. Add in the awkward old-school controls and things can be quite frustrating. As a bonus though, the look and animation quality is stellar and downloadable content should keep you going for some time.





IGN's worst PSP review since Acid?
 
the whole trial and error is a sticking point and I can understand having an issue with it on big games, but EXIT's levels are small and can be completed in 10 mins or less.
 
sad.gif
 
Wario64 said:
http://psp.ign.com/articles/689/689010p1.html

8.5 Presentation
Wacky but cool Flash-esque cut-scenes and a lenient level selector that doesn't force you to stick to one level.
9.0 Graphics
Fantastic animation and art style. One of the coolest looking games we've seen in a while
.
7.0 Sound
Passable music and somewhat annoying voiceovers luckily play second-fiddle to the graphics.
6.5 Gameplay
Problematic controls and an abundance of trial-and-error puzzles late in the game flaw the otherwise very cool puzzle elements.
8.5 Lasting Appeal
With 100 areas and downloadable content, you'll be busy for a long time to come.
6.8
Passable OVERALL
(out of 10 / not an average)


Style over substance? Or yet another IGN screwup? Film at 11.

I can't wait to play this...
on my PS2. F U IGN!
 
They shouldn't score the game low just because they suck at the actually challenging puzzles.
 
(was writing this for the other thread but this is a better place)

I think they got a little too tough on EXIT.

Things like the controls become a part of the difficulty and you naturally adjust to over time, it doesn't make it a flawed gameplay element. I agree with their sentiments about the trial and error aspect of the game though. But that's just part of the puzzle aspect and having no load times and short levels really shouldn't make it too problematic. It's disappointing to see they've dragged down the score almost entirely on these aspects.

Trying to be 'tough' on their reviews can have just the negative influence as being too lenient does. Judged against its peers and for the platform it was designed for, there's nothing to suggest it deserves a 6.8. The score loses meaning when you try to compare it. They distance themselves from other reviewers by appearing overly critical, like there's some aspect which cripples the game only they discovered when there isn't.

I suppose it's not that the score bothers me, I just think that it's lost its meaning a little.

Also, one more thing. They commented on the first set of downloadable levels, saying that they're 'not finished' or something. What they don't realise is that while they're labelled 'Training' for the US audiences, they are in fact speedruns. So when they say " After a quick play through, it seemed that some of the stages weren't quite finished yet as the required finishing times seemed way too short to actually complete the areas, but hopefully this'll be fixed" it kinda made me giggle.
 
Seriously. You can use the map or browse around most of the level with your cursor to plan things out. Sometimes trial-and-error is just the best way to go. But it's not a reason to knock a puzzle game. That's the way it is for *any* finite, environmental puzzler.
 
But at the same time, there's a whole lot of trial-and-error going on here.

reviewer making the same mistake as me?

before starting, use the free look and you can see a set distance around you and think before you move. Simple.

Problematic controls

this was my first complaint, but once you get used to it, it's not that bad.
 
IGN should implement a "hand holding" category for lazy gamers like themselves.

"2.4 Hand Holding
Exit makes you think and plan ahead, but we're not rocket scientists and using mulitple characters to solve puzzles makes our brains hurt"
 
I <3 Katamari said:
I just don't think this is for everyone, that's all. Doesn't make it a "bad" review.

The issue isn't a lack of appealing content, it's more mechanical than that, and that the reviewer can't grasp what's required of you when playing a puzzle game makes it a bad review.
 
IGN prefers puzzlers with trial-and-no-error gameplay! Push those crates anywhere, man, you'll win no matter what!

IGN EXIT review: The Adventures of LOLOL

"I WANT TO PUNCH THE FIRE"
 
So, you review games based on how most people will enjoy it... Why don't you just post an estimated sales number instead of a score?
 
JackFrost2012 said:
IGN prefers puzzlers with trial-and-no-error gameplay! Push those crates anywhere, man, you'll win no matter what!

I don't think they would even have to have crates. "Stand on the square to open the door", with the square being in front of the door.
 
That puts this game, just from among IGN's own PSP reviews, right below King Kong and Pac-Man World 3, and tied with Frogger: Helmet Chaos.
 
Another shining example of why number scores are stupid and useless!
 
I <3 Katamari said:
I just don't think this is for everyone, that's all. Doesn't make it a "bad" review.

So I guess you're in the category that agrees that puzzle games should not have trial and error at all? :lol
 
pilonv1 said:
The score is the least of the problem here.
Actually I was referring to the post above me. But my point stands. Number scores gotsta go. Then when people realize people like this have no solid writing behind their crazy numbers, poof! Or something. I dunno.
 
Wait, who in this thread has actually played the game? Just wondering. Anyway, meh, the PSP is still a no-buy-in-sight for me. Oh well.
 
duckroll said:
So I guess you're in the category that agrees that puzzle games should not have trial and error at all? :lol

Trial and error is probably a stupid choice of words. Keep in mind I haven't touched Exit, but there is a difference between puzzles that require thought and trial and error puzzles.
 
Kevtones said:
Wait, who in this thread has actually played the game? Just wondering. Anyway, meh, the PSP is still a no-buy-in-sight for me. Oh well.

I think a lot of us imported it, it was very friendly for english speakers to do so.
 
RevenantKioku said:
Trial and error is probably a stupid choice of words. Keep in mind I haven't touched Exit, but there is a difference between puzzles that require thought and trial and error puzzles.

EXIT's puzzles can be thought through to the end, if you pay attention to the layout around you before making moves. It's just that if you do make an error, you have to start over and can't go "wait wait I didn't mean it."
 
JackFrost2012 said:
EXIT's puzzles can be thought through to the end, if you pay attention to the layout around you before making moves. It's just that if you do make an error, you have to start over and can't go "wait wait I didn't mean it."

Okay, so this reviewer just used words poorly.
*shock*
 
Kevtones said:
Okay good, fanboy whining is reasonable. Pledging fanboy whining though....

haha. Again, I thought given the PSP library and the quality of this game, it wouldn't be getting a mixed reception from the press. GAF? Of course. But I guess it just worked pretty well for me [/whining].

Somethingblah Cock said:
Hmm...shades of the Metal Gear Acid review.

I would think this is obviously more accessible and likeable than MGA. It was for me.
 
Just to let you guys know, I had a look with the ol' agent spoofer at the EXIT DLC website today. If you try to access exitgame.net through anything else it just redirects you to the Japanese PC site. Turns out that for whatever reason, the guys at Taito just dumped all of the 11 extra stages in the download directory, ready for downloading.

The only major major problem is that you can only successfully install the DOWNXX.BIN files from within the EXIT web browser. If you try to download them from the normal browser it won't process the .bin or create the ULUS10074DOWNLOADXX directory and contents.

Well the other problem, and a rather teasing one at that, is the lack of links to click. See, just as other in-game browsers, this one's locked down and you can only initiate a download if you have a link to click...

What would be interesting is if someone were to make a EXIT browser hack. This way you could point the browser to a portal of your choice. You wouldn't [in theory] need to set up all the links, it could just be a URL box. Enter the URL of the direct link to the DOWNXX.BIN file and it should try to save it [and then hopefully process and install it]. I've already tried several of the Wipeout Pure DNS sites and none of them work. This of course could be because they've found an adequate solution to prevent the exploit, but my vague understanding of the Wipeout exploit was that it needed the webserver to host the URL that the game looks for.

For EXIT the browser tries to open: http://www.exitgame.net/psp/dl_u/index.html [I think!]

The URL for the US downloadable content is: http://www.exitgame.net/psp/dl_u/dn-data/DOWN01.BIN - Case sensitive and numbers run from 01 to 11.

Sadly, I've only got the Japanese version of EXIT and they haven't put up those remaining levels for download [though stage 10 did just get put online :D ] so I can't really test this out. Plus it's like 4am so I can't be bothered to set up a webserver for it either. If someone's got some time and doesn't mind see if this works, it'll be great for everyone since everything only needs doing once. After the ULUS10074DOWNLOADXX directories have been made, you can zip them up and anyone can just copy them into their savegame directory. At least that's how the Japanese version works. The site accessible from a PC hosts ULJM05062DOWNLOADXX.zip files which you just unzip and throw on your memory card.

DISCLAIMER: There's no guarantee this'll work, it's all thoretical. Blame EA or someone if your PSP breaks.
 
I sort of agree with IGN. I'm playing Exit right now (review up tomorrow), and I have a lot of the same complaints they do.

That being said, overall I appear to be enoying myself much more than they did, even with those same complaints. If I were using a 10 point scale I'd be hovering at about 7.9 or 8.1 at the moment.

I bash IGN as much as the next guy, but I didn't find this to be a "bad" review... a review that differs from my opinion or your opinion != "bad"
 
Gamespot Review:

Those exhausted with puzzle-genre conventions will find Exit to be a fun and inventive brainteaser with a wonderful sense of style.

The Good: Accessible, inventive puzzles; fun, original art style; difficulty ramps up nicely; downloadable levels more than doubles total content.

The Bad: AI is occasionally frustrating; grating voice clips play over and over again.

8.0

http://www.gamespot.com/psp/action/exit/review.html?sid=6144315
 
I went and tried to find this at an independent gameshop around the corner from where I work today. Of all places, I expected them to be the best shot for finding it - they offer import as well domestic games - yet they had no idea what game I was talking about. They didn't even know it was a game. I said "Exit, for PSP" and one clerk asked, "Is that some new device for the PSP?"
 
I would have gone to my local independent shop, but they really suck at getting niche domestic stuff these days, or they get it super late. The Gamestop I went to had like 4 copies behind the counter.
 
Just to add my own two cents on the whole trial and error aspect:

I picked up this game today and was running through the training stages and the first round of actual stages while making dinner and doing a few other things. The tutorials are obviously all very step by step and logically planned out. This kind of got me into the groove of just going with how the levels are layed out and pulling it along as I go. Then about mid-way through the second scenario you run into a level where all you have to do is put out fires.

There is one civilian at the far end trapped by a row of thee fires, and a switch you need to push to put out a group of fires blocking the exit. If I would have stopped and planned out how the fire extinguisher icons were laid out, it wouldn't have been a problem, but since I was playing inbetween doing a bunch of different things, I just kept running different patterns untill I got lucky and hit the right combo of fires to put out first.

I guess what I am trying to say is that yeah, IGN is partly right in that you can just power your way through a level even if you don't get it simply by using trial and error. In hindsight though, I could have very easily planned out my route by stopping and looking around. Guess it is a good thing to realize now than instead of 4 or 5 more scenario's into the game.

Great game though.. not amazing, but a lot of fun and very slick. Although I agree with GameSpot, there needs to be a way to turn off those voices. Music isn't bad, but the voices just kill it for me.
 
What.. IGN have their own opinion on a game?!?!?

Well it must be a bad review then.....

Geez, don't read reviews if as soon as a game doesn't score what you want it to, you go criticizing. IGN's review is brilliant - it finally proves to me that I probably wouldn't like Exit. The game didn't appeal to me but with all the great scores I was starting to sway. Now, with this score, I know that my instincts were probably right and that I should stick to less frustrating games... for now...
 
Complaining about the controls in Exit is like complaining about how pieces move in chess. Once you understand how Mr. ESC moves the controls are fine. Never are the controls unpredictable.
 
SlayrUK said:
What.. IGN have their own opinion on a game?!?!?

Well it must be a bad review then.....

Geez, don't read reviews if as soon as a game doesn't score what you want it to, you go criticizing. IGN's review is brilliant - it finally proves to me that I probably wouldn't like Exit. The game didn't appeal to me but with all the great scores I was starting to sway. Now, with this score, I know that my instincts were probably right and that I should stick to less frustrating games... for now...

we're not complaining about the score
 
Wario64 said:
6.5 Gameplay
Problematic controls and an abundance of trial-and-error puzzles late in the game flaw the otherwise very cool puzzle elements.

:lol :lol :lol :lol :lol

This is a joke review right?

Exit controls are simply the work of a genius. It's incredible how easy it is to do so much stuff simultaneously.
 
Red Mercury said:
I guess what I am trying to say is that yeah, IGN is partly right in that you can just power your way through a level even if you don't get it simply by using trial and error. In hindsight though, I could have very easily planned out my route by stopping and looking around. Guess it is a good thing to realize now than instead of 4 or 5 more scenario's into the game.

Just so you know, that's only true for the first 20 or so stages out of the 100 in the game. :lol
 
JackFrost2012 said:
EXIT's puzzles can be thought through to the end, if you pay attention to the layout around you before making moves. It's just that if you do make an error, you have to start over and can't go "wait wait I didn't mean it."

That's very true. But It's worth point out that

1) Levels end pretty fast when u know what to do
2) It's a pleasure to discover what you are supposed to do (and u have plenty of time for forward thinking)
3) The more you understand how to pass a level the more fun you have with just doing it.
4) If you get tired of one level, you have access to any of the first 70 levels!
5) Each level plays like a "story" on his own. I never felt like "ok this level is just like the previous one, with an added falling platform".
6) EXIT rocks. PSP line up isn't full enough of games of this quality.
 
TTP said:
That's very true. But It's worth point out that

1) Levels end pretty fast when u know what to do
2) It's a pleasure to discover what you are supposed to do (and u have plenty of time for forward thinking)
3) The more you understand how to pass a level the more fun you have with just doing it.
4) If you get tired of one level, you have access to any of the first 70 levels!
5) Each level plays like a "story" on his own. I never felt like "ok this level is just like the previous one, with an added falling platform".
6) EXIT rocks. PSP line up isn't full enough of games of this quality.

Point 5 is good, but it's more true than you think. Not sure if you can read Japanese, but if you can actually view a blurb on every person you rescue in the game and they all have names and backstories. :D

Also, if each stage is its own story, then every scenario is its own season. I love how moving to another scenario introduces completely different sets of rules and puzzle concepts. It's fucking cool. Wait till you see the final scenario. :D
 
duckroll said:
Point 5 is good, but it's more true than you think. Not sure if you can read Japanese, but if you can actually view a blurb on every person you rescue in the game and they all have names and backstories. :D

Also, if each stage is its own story, then every scenario is its own season. I love how moving to another scenario introduces completely different sets of rules and puzzle concepts. It's fucking cool. Wait till you see the final scenario. :D

I know. I did play the European review code (*kisses Ubisoft*), not the japanese retail version ;)
 
Top Bottom