Room Escape: Pixel-Hunting for Old Insecurities

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Thursday, August 13, 2009

Editor's note: I love puzzle games, and I hate puzzle games -- they make me feel either like an Einstein or a clod. I wonder how difficult these escape-the-room games are? -Jason


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Growing up, I never got much attention from girls. Since I was an insecure teen, I took pride in my intelligence. This usually only serves to alienate you further from women, but no one could've told me that in high school. When I did poorly on tests or in classes, I would feel terrible because being smart was the only shtick that I had.

I've come to my senses now after getting humbled people much more intelligent than me, but recently something drudged up all of those insecurities.

Escape-the-room games.

 

These particular games are point-and-click adventures set in a room that you must escape from. I played the series of rooms from Terminal House. I'd never played a point-and-click adventure game, so when I discovered these short scenarios, I thought that I'd give them a shot.

The rooms are beautifully simple and surreal; in one room you'll find a soda machine next to some kind of stasis chamber. These games live and die by the quality of their puzzles; this is also where my old insecurities reappear.

Oh, these puzzles make me so mad! After experiencing defeat in one room, I have to play another to prove that I'm smart, that I've still got it. After getting stumped, I resort to a guide and claim that there's no way anyone could've known to do some obscure action to complete the puzzle. I was able to complete one of the rooms on my own without consulting outside help; I might have been able to finish the others if I had spent more time with them (look at me justifying my ineptitude, as if you couldn't see right through it).

Designing a game like this must be very difficult: A puzzle that may be easy to some would stump others, and the next puzzle could reverse those roles. I felt like half of the puzzles worked while the other half left me upset by their ridiculous solutions.

The number puzzles worked most of the time, but I thought that the object puzzles were more hit-and-miss; learning the basic "feel" of the game alleviates some of the stress. Terminal House games have surreal, bizzare solutions to some of their puzzles.


Of course! Why didn't I think of that?


I also experienced "pixel hunting" firsthand: After thinking that the game wanted me to solve a puzzle using matrix math (hint: you don't use it to solve any puzzles in these games), I concluded that I must have missed something. So I began clicking wildly on every frame. Sure enough, I found the piece that helped me solve the puzzle.

I do wish that they could hide objects without resorting to pixel hunting.


Thankfully, you don't need to use linear algebra.

Even if these games are sometimes infuriating, I recommend that you try them in order to soak up all of their surreal Japanese quirkiness. My own insecurities aside, I still enjoy racking my brain to think of possible solutions to puzzles.

If you share my insecurities, race off to Terminal House to see how many of the rooms you can complete without using a guide -- you'll probably feel smarter than me. Then tell us what you think makes for good puzzle-based gameplay? What types of puzzles work? What frustrate you? And do you have any game recommendations?
 
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Comments (9)
Lance_darnell
August 11, 2009
I will check this out as soon as I can. And Alex, only intelligent people question their own intelligence. Stupid people never question their intelligence...
Jayhenningsen
August 11, 2009
I used to love those room escape puzzles. I'll have to check those out. Good puzzle games are indeed hard to make. You want it to be challenging, but not to the point of frustration. It's a delicate balance. The escape the room games tend to degenerate into more pixel hunting and trial and error in my experience. In my opinion, Professor Layton and the Curious Village was a very good puzzle game for the Nintendo DS. It has numerous puzzles of various dificulties, and a built-in hint system that does a good job of getting you "unstuck" and allowing you to progress through the game without detracting from the overall experience. From what I understand, the sequel is due out in the US soon.
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August 11, 2009
@ Jay I also really liked Professor Layton. Having a lot of short puzzles never made you too mad at one particular puzzle and, like you said, the hint system eliminated a lot of potential frustration. I do like that room escape games have several puzzles that all fit into a larger one; that kind of feeling isn't really present in Professor Layton.
Smtdds_serph
August 11, 2009
man, i remember playing what was supposedly the first room escape game(Crimson Room) when it came out. i actually played it again a couple of days ago, and then i played the "sequels"(Viridian Room, Blue Chamber, White Chamber). i had forgotten how addicting those games are! [url]http://www.fasco-csc.com/index_e.php[/url]
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August 13, 2009
I bought Professor Layton and I am not enjoying it. Call me a stupid Halo-bot if you want but I get so mad at those puzzles. WHY CAN'T I JUST THROW A STICKY GRNADE ON THOSE MATCHSTICKS! I eventually crack and just look up the answers. Good game though.
Jayhenningsen
August 13, 2009
There is an older room escape puzzle that I thought was very interesting, but I cannot remember the name of it. You're in a cube shaped room, and there are lots of glowing lines of different colors that are reminiscent of Tron. Each side of the room has its own puzzle to solve, and when you solve it, it powers up another portion of the room. Does anyone have any idea what I am talking about? I've been wracking my brain trying to find this game again.
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August 13, 2009
I've beaten a few (but given most up in boredom/annoyance) and I wouldn't really say beating an Escape the Room game means much about intelligence and more about the willingness to obsessively pixel hunt and try every combination of every object no matter how dumb it is until something changes. Obstinacy can be an important part of doing anything useful with your intelligence, but I don't think they're the same.
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August 13, 2009
Thanks everyone for your comments and thanks to Jason for sharing my post! @Oldtaku Your criticism of the genre is fair but I play through them for their occasional moments of greatness. Like this puzzle: From Bitmob Pics It has a fairly simple solution that I should have been able to figure out but I gave up and looked at a guide. After looking at the solution I felt like my lack of intelligence and lateral thinking was the reason I couldn't figure it out. I wish the genre could shake off it's features that simlpy require obstinance.
Ragnaavatar2
August 13, 2009
Yup, I was totally addicted over Crimsom Room and its sequels. Let's see if I can escape the Terminal House ones. Thanks!

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