Critical Play: Mysteries & Escape Rooms – Ilaria

For this week’s Critical Play, I chose Cube Escape: ParadoxCube Escape was released in 2018 by Rusty Lake and is designed for players who are aged 12 and up. Narrative and architecture both play a big role in how the murder of the mysterious lady.

 

Narration

The first way in which narrative is woven into the mystery game is by the use of the first person. The game starts off with a scene of the player “opening their eyes”. This allows for the game to show that it is meant to be played as if the player were the detective.

Opening scene

Furthermore, there is a natural narrative structure in the game through the various levels you unlock. Due to the nature of an escape room, Cube Escape creates levels which the player unlocks. One interesting tool which the game exploits is the mirror shown below. The mirror reflects the task that the player needs to achieve in order to reach the next level.

Clue in the mirror

This shows to the player that they should probably find a jacket to keep themselves warm. By using the mirror as a hint provider, Cube Escape weaves a narrative progression into the game without making it explicit what the player should be doing in the exact moment, thus keeping the mysterious energy of the game but also making it entirely digestible.

Another way in which the game weaves a narrative into its structure is through text. Since the game is centered around finding clues to understand why the lady was murdered, the designers have also skillfully included note slips which give a more holistic view of the situation at hand. For example, one of the final objects the player receives in the first round is the letter shown below:

Note slip clue

Incorporating narration through text is very interesting in this game because the letter is a part of the game, which does it make it feel weird that the player is reading about the story they are in. In fact, these note slips enhance the narration and are embedded into the game as a mechanic which both serves as a clue but also an explainer.

 

Architecture

Not only are the mechanics of the game used to help narrate the story, the setting of the game also plays a role in which the player learns to navigate the space. First of all, the 2D nature of the multiple screens controls the way in which a player interacts with the game because they are forced to look into each screen in minute detail. This is exactly what is needed for an escape room game, and the lack of smooth progression between the screens allows for the story to be “choppy”, which adds on to the mystery in the game.

One super cool way in which architecture is integrated into the game is by informing and entertaining, specifically through familiarity. For example, the scenario for the images below was that the player had to check the lights. However, the lights did not budge when you first interacted with them. Instead, the player had to realize that there was a light switch in the room next door, which upon toggling, would turn the lights on to reveal the last piece of the picture. This was a smart way of using a player’s allusion to the real world to design an intuitive escape room.

Light switch

Light turns on

Another way in which architecture controls the story is through empty objects. For example, there was an old camera which lacked a frame in its frame box. This prompts the player to go in search of the frame without the game explicitly telling them to. This shows that architecture is just as powerful in guiding players through the game as classic narration.

 

Accessibility

Unfortunately, there are little to no accessibility features in this game. Since I do not have a disability, I tried to find firsthand accounts from players with a disability. However, since the game is so senses-oriented, a blind person would struggle to even start the game because they would not know where to click. On the other hand, for a deaf player, the game is suitable because even without sound, the player would be able to understand the situation through the alt text provided. One accessible feature the game provides is its 14 languages, however that is little in terms of mitigating barriers.

On way in which Cube Escape: Paradox can increase its accessibility is by providing a version of the game where the game could be mainly based on touch. For example, the designers could create a game where the textures of the keys have to match, and that is the way in which the player knows that they are on the right path.

 

Overall, Cube Escape: Paradox was a thrilling escape room game which was just the right level of terror for someone who hates horror!!

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