Room Escape: Pixel-Hunting for Old Insecurities

Editor’s note: I love puzzle games, and I hate puzzle games — they make me feel either like an Einstein or a clod. I wonder how difficult these escape-the-room games are? -Jason


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Growing up, I never got much attention from girls. Since I was an insecure teen, I took pride in my intelligence. This usually only serves to alienate you further from women, but no one could’ve told me that in high school. When I did poorly on tests or in classes, I would feel terrible because being smart was the only shtick that I had.

I’ve come to my senses now after getting humbled people much more intelligent than me, but recently something drudged up all of those insecurities.

Escape-the-room games.

 

These particular games are point-and-click adventures set in a room that you must escape from. I played the series of rooms from Terminal House. I’d never played a point-and-click adventure game, so when I discovered these short scenarios, I thought that I’d give them a shot.

The rooms are beautifully simple and surreal; in one room you’ll find a soda machine next to some kind of stasis chamber. These games live and die by the quality of their puzzles; this is also where my old insecurities reappear.

Oh, these puzzles make me so mad! After experiencing defeat in one room, I have to play another to prove that I’m smart, that I’ve still got it. After getting stumped, I resort to a guide and claim that there’s no way anyone could’ve known to do some obscure action to complete the puzzle. I was able to complete one of the rooms on my own without consulting outside help; I might have been able to finish the others if I had spent more time with them (look at me justifying my ineptitude, as if you couldn’t see right through it).

Designing a game like this must be very difficult: A puzzle that may be easy to some would stump others, and the next puzzle could reverse those roles. I felt like half of the puzzles worked while the other half left me upset by their ridiculous solutions.

The number puzzles worked most of the time, but I thought that the object puzzles were more hit-and-miss; learning the basic “feel” of the game alleviates some of the stress. Terminal House games have surreal, bizzare solutions to some of their puzzles.


Of course! Why didn’t I think of that?

I also experienced “pixel hunting” firsthand: After thinking that the game wanted me to solve a puzzle using matrix math (hint: you don’t use it to solve any puzzles in these games), I concluded that I must have missed something. So I began clicking wildly on every frame. Sure enough, I found the piece that helped me solve the puzzle.

I do wish that they could hide objects without resorting to pixel hunting.


Thankfully, you don’t need to use linear algebra.

Even if these games are sometimes infuriating, I recommend that you try them in order to soak up all of their surreal Japanese quirkiness. My own insecurities aside, I still enjoy racking my brain to think of possible solutions to puzzles.

If you share my insecurities, race off to Terminal House to see how many of the rooms you can complete without using a guide — you’ll probably feel smarter than me. Then tell us what you think makes for good puzzle-based gameplay? What types of puzzles work? What frustrate you? And do you have any game recommendations?