Escape: Close Call (PC) review
"(Like a Record)"
Considering Escape: Close Call appeared to be a cute, overhead pursuit title in the vein of the original GTAs or, for obscurity's sake, Sega Saturn's CrimeWave, I didn't think the game would have unnecessary complications. This quickly changed when I decided to take a peek at the tutorial and was greeted by a whopping 12 lessons. Then, as I was passing through each lesson, learning Burnout-esque tricks and maneuvers, such as narrowly driving past vehicles, performing dodges, and doing doughnuts, I felt somewhat dismayed; more times than not, I was hitting cars by using the iffy dodge move, and I was surprised that with the slightest bit of contact made with another vehicle, my car would immediately explode and go flying wildly into the sky, failing the lesson.
It was here that I had a brief moment of weakness, an internal conflict as I was completing the remaining tutorial lessons. I tried convincing myself that maybe this was something only contained to the tutorial, and that the actual game would function better. I succumbed to what many a gamer has been through: I tried justifying my purchase. I thought coming home after work and resuming my session for two hours would calm any fears, but unfortunately, this was when it finally registered that the game actually is pure lunacy.
Featured community review by pickhut (June 02, 2016)
Honestly don't want remakes of any of the terrible Alex Kidd sequels unless they're made DRASTICALLY better. Can you imagine a good High-Tech World or Enchanted Castle?
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