Terminal Escape Review

By , on January 29, 2013


Terminal Escape
  • Publisher: Opsive, LLC
  • Genre: Racing
  • Released: 17 Jan, 2013
  • Size: 46.1 MB
  • Price: $0.99
Download on the AppStore
2 out of 5

PROS

  • A great concept accompanied by decent level design.
  • Catchy level music.

CONS

  • The whole thing feels more like a prototype than a finished game.

VERDICT

Some great ideas are present here, but the controls need a lot more tweaking, and that presentation definitely needs to be worked on.


  • Full Review
  • App Store Info

In the last year or so, there's been an increasing number of games about airport scanners and airport security. Poking fun at the inconvenience and craziness of modern airport security measures can make for enjoyable play, especially if you take the current measures of the industry to a ridiculous conclusion of a Temple Run-esque gauntlet that needs to be overcome before you can reach your terminal. Terminal Escape does exactly that through short levels where obstacles need to be avoided as you try and make your flight. It's a great idea with some decent design and concepts, however what we have here is a game that presentation and control wise still feels in its prototype stage.

Let's start with the controls. You swipe up to jump, down to duck, and left and right to move to different positions of the wide conveyor belt you find yourself on. This left and right movement is the first red flag. You would think that there were positions either to the left, right, or middle that you would slot into. Not quite. Not only is belt placement rather haphazard, but swiping more often than not just flings you to the other side of the belt. This makes collecting the coins more about luck than following a trail, and while the jump and duck controls are more responsive, the level design often throws quick reaction at you and it's either the character animation or the controls, but you're not given the time needed to react.

And how about those character animations, or should I say lack of them? It really looks like the art used in the game was a place-holder for the animation and character designs that were to be added later, but they decided to ship with what they had. The single color low poly elements of the obstacle courses have a certain functional charm to them that could have been capitalized on by having a more animated character to control. The sound has a cheery up-tempo quality to it that suggests the characters were supposed to match, and seeing that additional characters can be unlocked in the store using the coins, this is indeed a missed opportunity.

The game really does scream prototype. The idea is sound, and some of the level designs are engaging. Dodging and weaving through the obstacles is fun, and having your score act as the time as well, and every pass and miss affecting it is a great concept. It's sad that the presentation is so unfinished and not enough time was spent tweaking the controls or designing to their strengths. This really could have used the extra development time.

Screenshots

Screenshot 1 of 10 Screenshot 2 of 10 Screenshot 3 of 10 Screenshot 4 of 10 Screenshot 5 of 10 Screenshot 6 of 10 Screenshot 7 of 10 Screenshot 8 of 10 Screenshot 9 of 10 Screenshot 10 of 10