Room Escape Game
minimalistic version of Point-and-Click Game, often with no plot and an unnamed amnesiac hero. The point of the game is usually getting out of a single room, or a series of rooms, by solving the puzzles. Hidden clues and items will be scattered well within the room, and it's the player's job to find the clues, keys, items and the right combination of items and solving various puzzles to progress. To increase the player's tension, there will be hidden death traps or paths that lead to a point of no return. Making a mistake will often cause an item to be gone indefinitely, and some games will incorporate a time limit. Some games, due to difficulty, will release an official guide to solve the puzzle. And as with its older cousin, Nightmare Fuel is abundant.
Tropes Found in Room Escape Games:
- Amnesiac Hero: The player starts as a character with no recollection of past events.
- Death Trap: And it can come in any flavor.
- Fake Difficulty: Difficult, hard to reach places. No hint on what to do next. Absurd item combinations.
- Guide Dang It: When there is nothing out there to tell you.
- Item Crafting: Certain items need to be combined.
- Lost Forever: It can happen that if you are not careful with handling the items, you will lose it forever.
- Minimalism: A single colored room, with few household items as the only things available are common in room escape games. And little to no plot or a back story.
- Multiple Endings: Some of those games have them. Don't Escape, for example, has a few depending on how well the player manages to lock themselves in. The results can go from a completely peaceful night for the villagers to an infernal bloodbath.
- No Plot? No Problem!: And it's better off without a plot.
- Pixel Hunt: Make sure to look under every bed and behind every chest of drawers to make sure you don't miss anything.
- Stock Video Game Puzzle: These games are filled with stock puzzles. Find the key? Check. Find the wrench? Check. Enter a code you found on a piece of paper into a keypad lock? Check.
- Tap on the Head: The most common reason why you got there in the first place.
- Try Everything: If thinking doesn't work, try everything until something happens.
- You Wake Up in a Room: And you must escape that room.
Video Game Examples:
- Alice Is Dead
- Antichamber: Boiled down, it amounts to this.
- Cube Escape is a series, each episode of which puts the player in a cubical room that must be escaped by finding and activating a trans-dimensional cube. Once escaped, the player character uses newfound knowledge or inventory to return to the room and fix something. Has elements of Mind Screw and some Jump Scares.
- Deep Sleep Trilogy
- Don't Escape turns the genre on its head: it opens with "I wake up in a room, it is not locked, and I remember.. everything." The player's character is a werewolf due to transform that night, and their goal is to lock themselves in to prevent the werewolf escaping and attacking innocent people.
- And Don't Escape 2 offers another inversion: instead of getting out, your task is to prevent a horde of zombies from getting in.
- Don't Escape 3 further ups the stakes by forcing you to take quick action at the very start of the game to avoid "escaping" the spaceship you're on via ejection into space. The best ending can also only be obtained if you choose not to escape with the available escape pod and instead blow up the ship with yourself on it after learning that the ship and you have become infected with a parasitic crystal.
- There's one of these near the end of Hotel Dusk: Room 215.
- Killer Escape
- Monster Basement has your character wake up in a Creepy Basement and have to escape it before the kidnapper returns to kill him.
- Mystery Of Time And Space
- Nine Hours, Nine Persons, Nine Doors and Virtue's Last Reward contain a series of these as puzzle mechanics subsidiary to their main story.
- The Cerulean Room, a user-made hold for DROD RPG.
- The Crimson Room and its sequels are the trope codifier of the genre.
- Trapped, a trilogy of escape games. The second one, The Dark, is pictured above.
- You Find Yourself In A Room in a room, in a room in a box, in a room next door, in a room in the wall, in a room... You see where I'm going with this?
Non-Video Game Examples:
- The Real Escape Game series is this in the real world (right down to actually being locked physically inside the room!), except with teams and a time limit, usually of 1 hour.note Various of the formula exist; one Attack on Titan-themed variant has multiple teams trying to escape a stadium, while 1000 Treasure Hunters, which is hosted at festivals, has players travel around the hosting event's venue trying to solve puzzles to find the MacGuffin over the course of the event.
- The first two MS Paint Adventures, Jailbreak and espcially Problem Sleuth, which introduced more and more point-n-click game mechanics and tropes.
- Mocked (along with web incarnations) on Something Awful's Flash Tub The Stupid Room game.
- An episode of The Big Bang Theory had Leonard, Raj, Amy, and Emily try a real life escape room. Unfortunately, the game proves to be too easy for two physicists, a biologist, and a medical doctor and they escape within six minutes.
- Parodied in the Homestar Runner Halloween cartoon "The House that Gave Sucky Tricks". Strong Bad imagines one of these at his hypothetical haunted house, largely as an attempt to trick his kid brother Strong Sad into sticking his hand into a dirty toilet. It doesn't work beacuse Strong Sad starts overthinking, beliving the clues to be attempts to mislead him.