It doesn't matter who you are. It doesn't matter what you've done. What matters is where you are, in a small, dark room adjacent to an arena filled with spinning blades and swinging axes. If the signpost to your right is to be believed, reaching the other side will win you your freedom. If you fail . . . let's not talk about that. Either way, the crowds will cheer.
Tropes in Exit Path include:
- Bottomless Pits
- Bread and Circuses
- Bullet Time: "Flow," charged up by running in one direction for several seconds.
- Condemned Contestant: Referred to as a "runner."
- Couldn't Find a Pen: THERE IS NO FREEDOM
- Dystopia: Conveyed almost entirely through signposts.
- End Game Results Screen: The first game gives your total time and a nickname after the Mini-Game Credits.
- Footnote Fever: There's an asterisk on every signpost that has text, and the smaller message tends to reveal that the larger one isn't entirely accurate.
- Frickin' Laser Beams: They slowly auto-aim at you if you're not behind cover.
- 100% Completion: There's a caution sign to collect in every level.
- Kangaroo Court: Central has an automated jury that, when you're caught, immediately finds you guilty with no differing opinions, and they leave you to be shoved into a series of saw blades (but that's never stopped you, even without flow). The surprise is lost a little if you managed to glance at a sign further back that says "All citizens are guilty unless proven innocent!"
- Mission Control Is Off Its Meds: Central, a faceless government organization that communicates wholly through signs.
- Multiple Endings: In the second game, where you can head for the exit and emerge the last man standing, or release the other runners on your way out.
- Nintendo Hard: You are going to get sliced into little pieces many, many times before you beat this game.
- Ominous Latin Chanting: In the "Judgement" track when you're captured, and remixed for the endgame in "Collapse", when you blow up the power plant.
- Running Both Sides: Either this or very close to it in the sequel—Central has enough control of the rebellion that they can "randomly" assign specific rebels to try and steal food. They know exactly who'll be sent and exactly when they'll be sent, so they can capture any rebel who gets too inconvenient.
- Sequel Difficulty Drop: Exit Path 2 is a bit easier than the first due to a smoother control scheme, an ability to double jump, and bounce pads having a fixed height.
- Spikes of Doom