The Escapists 2

The Escapists 2 — レビューA pixel-art jailbreak simulator where careful crafting and multi-stage planning create deep cooperative loops across several distinct prisons.

外部評価90%Steam レビュー2.6万 件のレビュー75Metacritic/10075OpenCritic/100
レビュー担当: Jordan Chen · 公開日: ·review.views: 2,894 コメント
開発Team17, Mouldy Toof Studios|発売2017-08-21|アクションインディーパズルシミュレーションストラテジー|
8.0
総合スコア

A pixel-art jailbreak simulator where careful crafting and multi-stage planning create deep cooperative loops across several distinct prisons.

グラフィック
7.2
サウンド
7.1
ゲーム性
8.5
ストーリー
6.6
ボリューム
8.4

Verdict

Is The Escapists 2 worth dozens of hours of your time? Yes, provided you are willing to build your enjoyment on a chain of observe, prepare, fail, and try again. This is not a game that grabs you with spectacle on the first contact. At first glance it can even look a little plain.

A stubborn kind of pull

Once you start understanding the relationships between the prison routine, material gathering, crafting plans, and escape routes, however, it reveals a remarkably stubborn appeal. It does not goad you into charging forward. It tempts you into optimising one more time, shaving a few seconds off a window, finding a cleaner line through a yard you thought you had already solved.

That loop of refinement is where the game quietly digs in. The hook is not adrenaline; it is the itch of a near-perfect plan that could still be a fraction better. Players who enjoy that itch will find the hours vanish, because every successful break immediately suggests a more elegant one you have not attempted yet, and the temptation to chase that cleaner line is remarkably difficult to resist.

Compared with the original game, the maturity in multiplayer, systemic depth, and level scale can be felt directly. This is unmistakably a bigger, more confident version of the same idea, with more room for the systems to interact and more variety in the prisons that test them.

Where it competes and where it cedes ground

Set against cooperative, plan-execution titles that prize a sharp tempo, The Escapists 2 trades some of that incisive pace for more sandbox room to reason things out. It is happy to be slower if slowness buys you options. And against a management-style prison simulation, it plainly has no intention of fighting for the same ground; it cares about how to escape, not how to administrate.

That self-awareness is one of its quiet strengths. It is not trying to be the deepest simulation or the slickest co-op heist. It stakes out the specific pleasure of personally executing an escape, and it defends that territory well.

It is worth dwelling on how rare that focus is. Plenty of games in this space dilute their identity by chasing every adjacent genre at once, ending up competent at many things and memorable at none. The Escapists 2 takes the opposite bet. It picks one verb, escaping, and pours its design energy into making that verb feel personal, repeatable, and endlessly tunable. The result is a game that knows exactly who it is for, and that clarity pays off in how confidently every system supports the same goal.

The honest ledger

Its weaknesses are equally clear. The story is light, the audiovisual side does not grab you, and parts of the preparation phase slow the pace. Will these issues turn some people away? They will, especially players chasing strong narrative or high-spec presentation, and those folks should adjust expectations before buying in.

It is also worth weighing those flaws against the price and the payoff. None of them touch the core loop, which is the part you will spend the overwhelming majority of your time inside. A light story and a modest soundtrack are easy to forgive when the planning itself remains this satisfying, and the occasional slow stretch is a small toll on an otherwise generous road.

But if you are after a game with solid systemic interplay, one that yields more insight the more you play, and one you can cheerfully blow up alongside friends, it comfortably clears the bar of "genuinely well made, worth picking up." It is not an earth-shaking masterpiece, and it never pretends to be. It is accurate about its own ambitions. And it is durable enough to keep rewarding the people who get its rhythm. In one line: breaking out with friends is even more fun than actually succeeding.

良い点

  • The jailbreak loop is tightly interwoven, with observation, crafting, and planning forming a highly engaging cycle.
  • Multiple prisons and multiple solutions enhance replay value, while multiplayer further amplifies the fun.
  • Pixel art may not be flashy, but it communicates information clearly, and level design serves the gameplay.
  • Sandbox levels turn trial and error into rehearsal, rewarding you for refining each escape plan.

気になる点

  • The plot feels more like a functional thread, with limited memorable characters and storyline.
  • The audiovisual presentation is competent but unremarkable, lacking strong standout moments.
  • Some preparation and gathering stretches feel slow-paced, more noticeable for impatient players.

Opening

When the breakfast bell rings, the inmates shuffle across the snow-dusted prison yard as if pushed along invisible rails. The daily timetable sits pinned to the interface, every rule spelled out in plain sight. The best thing about The Escapists 2 is not the moment you finally get out. It is the slow, almost guilty pleasure of finding the gaps inside a stack of rigid routines. Some prisoners head to the canteen, some line up for roll call, and on the surface you look exactly like everyone else. Inside your head, though, you are already running the numbers: which patrol can be slipped past, which desk can be searched, which uniform can be quietly taken.

It is a wonderful feeling, and a strangely calm one.

The Escapists 2 does not behave like a typical stealth game that hands you the answer through some high-tech vision cone. It does not behave like a pure simulation that buries you under spreadsheets of interlocking systems either. It plays more like a comedy-skinned escape rehearsal. First you pretend to obey the rules. Then you learn to exploit the rules. Finally you bend the rules into tools of your own. Compared with the original game, the maturity in production, combat, prison scale, and the small texture of its routines comes through quickly. There are problems too, and they are not trivial, but as long as you accept the language of this pixel-art prison, it carries a stubborn "let me try that one more time" pull that is hard to shake off.

Story | 6.6/10

ストーリー: 6.6/10

If you are counting on character arcs and plot twists to pull you through, you will probably end up disappointed. The Escapists 2 is, at heart, a sandbox with no real narrative spine, and it knows it.

A snowbound prison hall where the player chats with an inmate about the cold

A thread, not a story

The narrative here functions more like a length of string tying one prison to the next. It tells you why you should break out, where you are breaking out to, and what fresh wrinkle the next facility will throw at the same basic goal. Talk to an inmate in the hall of the snow prison, drift onto the subject of biting wind and bears, and you can feel the game trying to set a scene and fix a mood with a few light lines of dialogue. It is enough for the purpose at hand, and it is clearly not meant to be anything more than that.

That restraint is deliberate. In a sandbox built around observation and planning, an intrusive plot would only get in the way of the systems doing the talking. So the story keeps its ambitions small: motivate the next escape, frame the next prison, and then step politely out of the way so the timetable and the crafting bench can take over.

This is the "no narrative, just an escape goal, plus progression" model in its purest form. Your forward motion is provided by the goal of getting out, and your sense of progression comes from facing tougher prisons rather than from any unfolding drama. The fiction is scaffolding, deliberately thin, holding up a structure made of mechanics.

It is a model with real precedent in sandbox design, and The Escapists 2 commits to it without apology. There is no chosen-one prophecy, no escalating villain, no emotional climax waiting at the end of the campaign. There is only a sequence of locked rooms and the steadily growing confidence that you can read any of them. That confidence is the arc, even though no script ever spells it out.

Texture over plot

The game's advantage is not a thick story; it is the right attitude. Dark humour, lightweight staging, and an escape premise with a faint streak of the ridiculous keep the whole campaign from curdling into a pure checklist of tasks. Even when you are objectively just gathering components again, the tone keeps the activity from feeling like a chore.

A scene of multiplayer inside a pixel prison, players chatting while a small map UI hangs over the action, sums up the game's priorities neatly. Characterisation is simple, and situational momentum comes first. What you remember afterwards is rarely a specific line someone delivered. It is the moment you personally decided to gamble on a half-formed plan, the instant the careful approach gave way to a reckless dash, the run that fell apart in a way you will be retelling for weeks.

That is a legitimate kind of storytelling, even if it is authored by you rather than by a writer. The prison supplies the stage and the props; the narrative you actually carry away is the one your choices improvised inside it.

The cost of going light

The catch is that this lightweight approach has a direct price. The main thread does its functional job without complaint, but the moment you wish it would offer a little more on character growth or emotional depth, the response is fairly limited. There is no arc to satisfy because no arc was ever promised.

The practical effect is that progression has momentum but rarely has pull. You keep moving because the next prison is a tempting puzzle, not because you cannot bear to find out what happens next. Nobody finishes a facility desperate to see the following cutscene; they finish it eager to test a sharper plan.

Is that fatal? For a game of this kind, no. The Escapists 2 was always more of a briskly paced escape comedy than a narrative showcase. The plot is there to build the stage and dim the house lights. The act that actually performs, night after night, is the interplay of its systems, and that is exactly where it wants your attention to be.

Audio | 7.1/10

サウンド: 7.1/10

The sound design of The Escapists 2 shares the same philosophy as the rest of the package: function first, style second. It is competent, dependable, and almost deliberately unshowy.

A tense moment as an alert state triggers during a stealth approach

The kitchen-timer school of sound

Alert cues, the clatter of a scuffle, the noises of tools being used: these status feedbacks are all quietly doing their job. Most of the time you would not single any of them out for praise, yet you would notice the instant they went missing. The sound design works a bit like a kitchen timer. It never steals the scene under normal circumstances, but at the critical moment it absolutely has to be accurate.

That reliability is more valuable than it sounds. In a game where success hinges on reading state, the audio is a second information channel running alongside the visuals. A rising alert tone tells you a plan is unravelling before you have even parsed the screen, and a subdue lands with just enough weight to confirm it worked. The mix is tuned for clarity rather than spectacle, and for this design that is the correct call.

You learn to trust these cues the way you trust the timetable. They are consistent, they are unambiguous, and once internalised they let you keep your eyes on the route while your ears track the danger. That division of attention is quietly essential in a game that asks you to watch a guard, a door, and a crafting bar all at once, and the audio shoulders its share of that load without ever needing to be told.

A score that knows its place

The music takes a light, breezy route that matches the wry pixel-prison subject well, never trying to force the act of breaking out into some heavy epic. Its contribution to atmosphere is genuine and measurable: it keeps stealth sections from feeling overly oppressive, and when things go sideways it nudges the scene toward "flustered but funny" rather than grim. That sense of proportion suits the game nicely.

The soundtrack understands that the comedy is the point. A more serious score would have fought the deadpan tone of the world, and a sillier one would have undercut the tension when a search starts closing in. By staying breezy and unobtrusive, the music supports both the planning and the slapstick without ever tipping the balance.

But it is honestly not a primary selling point either. It lacks the kind of strong hook that makes you go hunting for the soundtrack on its own after you finish. Most of the time it simply completes the function and moves on. The problem, if you want to name one, is weak distinctiveness.

The experiential effect is that the flow plays through smoothly, but the sound itself rarely leaves a deep impression on its own terms. Is that fatal? Not even slightly. The audio never lets the side down; it simply chooses not to step into the spotlight, and given everything else this game is juggling, that is a perfectly defensible choice.

Visuals | 7.2/10

グラフィック: 7.2/10

You will not have your jaw dropped by the technical showmanship here. And honestly, there is no need for that to happen.

The visual strength of The Escapists 2 does not live in fidelity. It lives in whether the information and the theme can be understood at a single glance, and on that measure it succeeds comfortably.

A pixel-art top-down prison block with cells, desks, and patrol routes clearly legible

Clarity as the core virtue

The pixel-art top-down perspective continues the series' identity, and the prison subject is naturally suited to this clear, highly functional style. Where can you search, where does a patrol pass, where are you simply told not to go for now: the scene communicates all of it directly, without ceremony.

This legibility is not a cosmetic bonus, it is load-bearing. Because the core of play is observation and planning, the art has to serve judgement before it serves beauty. Every readable tile is a tile you can reason about, and the game leans into that relationship instead of obscuring the board with effects.

Spend free time browsing the cells and desks in this pixel prison and the place reads like a cleanly designed board-game layout. It is not lavish. It is easy to read, easy to use, and easy to scheme over, which is exactly what a planning game needs from its presentation.

The colour language reinforces this discipline. Restricted zones, walkable corridors, searchable furniture, and interactive objects are all distinguished by clear palette choices rather than fussy detail, so your eye sorts the space into categories almost automatically. After an hour you stop seeing pixels and start seeing affordances, which is the quiet hallmark of art doing real work.

Tone carried by small juxtapositions

A character tills the soil and tends crops in the prison garden, with a dormitory building sitting right beside it, and that absurd-yet-mundane juxtaposition instantly establishes the game's light, wry undertone. The humour is not delivered through dialogue here; it is delivered through the deadpan composition of the world itself.

That tonal work is quietly impressive. A grimmer art style would have made the whole exercise feel oppressive, and a cuter one would have undercut the tension of a search going wrong. The pixel look threads the needle, keeping the prison legible while never letting it feel genuinely bleak.

The visual appeal, then, comes far more from level design than from special effects. A new prison is exciting to look at because it is a new spatial puzzle, not because it shows off a new shader, and that priority feels correct for what the game is trying to be.

It also helps that the animation, modest as it is, carries personality. Inmates trudge, guards patrol with a slightly officious bounce, and the small loops of activity around the yard make the place feel inhabited rather than merely diagrammed. The art is not chasing realism, but it is never lifeless, and that warmth keeps the long preparation stretches from feeling sterile.

Where it plateaus

The shortfall is equally clear. The UI and the overall presentation lean functional, and they lack the kind of scenic impact that makes you want to stop and admire the view for ten minutes. This is a working interface, not a postcard.

The prison theme is rich, yet the surprises on the art side come mostly from layout changes rather than from visual spectacle. What does that actually affect? Mainly first-glance appeal, and the freshness of the world after long stretches of play, both of which can dip once the novelty of a given facility wears off.

There is also a mild sameness that creeps in across a long session. Because the visual identity is so consistent, two prisons separated by a desert and an ocean can still feel cut from the same cloth at a glance, and only their layouts truly differentiate them. For a player chasing visual variety, that uniformity can read as a limitation rather than a strength.

Is it fatal? No. The game knows precisely what it is selling, so it spent its resources where they mattered most: on a board you can read and reason about, rather than on vistas you would only glance at once.

Combat | 8.5/10

ゲーム性: 8.5/10

The thing that genuinely refuses to let you put The Escapists 2 down is its tightly interlocking escape loop. You observe the daily routine, gather materials, craft items, plan a route, and then patch the plan on the fly when reality refuses to cooperate. None of these steps is complicated on its own. Strung together, they develop a real flavour, a rhythm that turns an ordinary prison day into a private project.

A prison crafting screen open mid-shift as a guard uniform is assembled

Planning as the real reward

Open the crafting menu inside a cell block, line up the components for a guard uniform, and you feel the precise nature of this game's appeal. The joy here is not the rush of action. It is the satisfaction of watching a plan take shape, piece by piece, until the whole thing clicks into place in your mind before it ever clicks into place in the world.

That distinction matters. Many games sell you a power fantasy of impact and speed. The Escapists 2 sells you the quieter thrill of competence: knowing the timetable better than the guards do, recognising the exact ninety-second window when the laundry room sits unwatched, holding three half-finished schemes in your head at once. It is the kind of fun that rewards patience and punishes nobody for thinking slowly, and that combination is genuinely addictive in a way flashier systems rarely manage.

When the plan finally resolves, the payoff lands harder precisely because you built every link of the chain yourself. There is no cutscene congratulating you. There is only the dry click of a finished tool and the knowledge that the next stage is now possible.

What keeps this from feeling like busywork is how legible every consequence is. You always understand why a step failed, which means failure feeds directly back into a better attempt rather than into frustration. The loop respects your intelligence, trusting you to connect cause and effect on your own, and that respect is a large part of why competence here feels so rewarding rather than fiddly.

No single correct answer

The smartest design choice is that the game never hands you one standard solution. The sandbox levels permit several viable escape routes, so trial and error is not a punishment at all. It works more like rehearsing a stage play: the first time you fumble your blocking, the second time you remember the beat, and the third time it finally flows.

The desert train prison captures this beautifully. You creep through the carriages, dodging guard searches while you wait for the right opening, and the tension and improvisation are pushed right out onto the surface. A search you did not expect forces an instant rewrite of the plan, and that scramble becomes the most memorable part of the run.

Because the level is a system rather than a script, every failure teaches you something concrete. You learn that this vent connects to that yard, that this guard always pauses by the canteen, that this restricted area can be crossed if you simply present the right uniform. The knowledge compounds, and your next attempt feels measurably sharper.

Friends, farce, and rough edges

Compared with the original game, the gains in systemic depth and prison scale are unmistakable, and cooperative or competitive multiplayer raises the variance another notch. When you and a friend divide the labour, it plays like a brisk heist film, two people moving in practised counterpoint. When nobody is covering for anybody, it collapses instantly into farce, and that swing between precision and chaos is half the charm.

The problem is that while combat and crafting are both more mature here, the moment-to-moment feedback still is not the sharp, tactile kind. A subdue that should feel decisive can feel slightly mushy, and occasionally a carefully laid plan looks clumsy in execution because the controls do not quite snap. The impact is real and worth flagging.

Is it fatal? Not really, because what this game is actually selling was never "fighting feels great." It is "escaping feels clever." Once you accept that framing, the loose feel becomes a tolerable tax on an otherwise excellent loop, and you go right back to plotting the next break.

Content | 8.4/10

ボリューム: 8.4/10

The content in The Escapists 2 does not try to intimidate you with numbers. Instead it pushes you forward through rules and layouts that keep changing underneath you. Today you are still feeling out the routine in a snowbound prison. Tomorrow you might be in a mine region, gathering resources while you read the map and weigh materials, routes, and risk all at once.

A multi-tier prison layout viewed during free time as the map is studied

Variety that changes how you think

Push a little further and a sea-based prison rolls out a more complex, multi-tier layout, and the flavour of play shifts again. This is the crucial point: it is not a reskin. The new layout forces your whole way of thinking to adjust. A vertical prison rewards different reconnaissance than a sprawling horizontal one, and a moving prison rewards different timing than a static one.

That is what makes the content valuable rather than merely abundant. Each new facility is a fresh puzzle with its own internal logic, and the know-how you carry over is conceptual rather than rote. You do not memorise one escape and repeat it. You internalise a method of reading any prison and then apply that method to walls you have never seen.

The result is a campaign that stays mentally fresh far longer than its raw size would suggest. The designers understood that in a game about observation and planning, novelty of structure is worth more than sheer quantity of rooms, and they spent their budget accordingly.

This is also why the difficulty curve feels earned rather than padded. Later prisons do not simply stack more obstacles; they recombine familiar systems into configurations that demand you reread the whole board. The sense of growth is real, and it comes from the content asking smarter questions, not louder ones.

Systems that reinforce each other

The press broadly praises the game's staying power, and I largely agree. Crafting, stealth, combat, quests, and exploration all hook into one another, and the higher-difficulty prisons are better at forcing that systemic depth to the surface. A tough facility does not simply add more guards; it demands that you actually use the full toolkit you have been ignoring.

Multiplayer raises replayability noticeably once it enters the picture. On the very same map, one run might see you preparing meticulously, the next might see you improvising and charging in on instinct, and the outcomes diverge wildly. Two players who split duties can run a clean, almost surgical break, or they can trip over each other into glorious disaster.

Compared with a more management-leaning prison title, The Escapists 2 is clearly less of a systems simulation and is not chasing that managerial freedom. What it does offer is a more direct kind of completion: the act of personally executing an escape plan from start to finish, with your own hands on every step rather than supervising from above.

The pacing tax

A fair criticism has to be stated. Lots of content does not guarantee that the pace stays tight at all times. In certain stretches the gathering and preparation phase drags out, like a dish with a generous prelude where the aroma has already arrived but the heat still needs another half minute.

This affects the experience, and it bites hardest for impatient players who want momentum on demand. When you are three prisons deep and just want to be out, being asked to grind components one more time can sap the tension you came for.

The saving grace is that the level variety and the multiple solutions usually reel that sluggishness back in. A new layout or a sudden, unexpected opportunity reignites the planning instinct almost instantly, and the loop pulls you forward again well before the lull ever hardens into a wall.

It also helps that the game rarely forces you to gather in only one way. If grinding components feels tedious on a given run, you can often pivot to a different route that leans on stealth or timing instead, sidestepping the slow part entirely. That flexibility means the pacing tax is usually optional rather than mandatory, and experienced players learn to route around it the same way they route around a patrol.

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