House Escape vs. Scare Spree 2008
A Review by Mariel



The OHRRPGCE is an RPG creation engine, right? It says so right in the acronym! And yet, many game designers use it to make games with no RPG elements at all. These mutant variations on the regular format are usually shorter and have simpler objectives with little to no storyline, decent replay value, and an old-style arcade game feel to them. Oh, and they can be really, really fun too.

Since they are so short, a review on a game like this may take more time to read than it does to play the game. So instead of the normal format, we're going to have a compare and contrast--a 'versus' if you will--between two games outside of the traditional style: Spoonweaver's House Escape and RMZ's Scare Spree 2008.



Both games succeed in what they are trying to do. In House Escape, you are a nameless unlucky fellow trapped in a 'house' that MC Escher might have designed if he was hungover and didn't give a crap anymore, full of instant-kill ghosts that employ every NPC move style while you navigate the maze and try to get to safety. It's like a cross between Pac-Man and Frogger.  In Scare Spree 2008, you're a werewolf-clad trick-or-treater scaring the other kids into running away screaming, hopefully dropping their loot, using several amusingly frightening tactics.



One of these is an okay game, and one of them is a great game. They both have very simple premises, so what's the difference?

Most visibly, the graphics. House Escape uses maybe a dozen maptiles, has only one enemy graphic, and a bland main character. It would be much improved by a variety of rooms and places--it's supposed to be a house, right? How about a bedroom or a kitchen? Graphics don't make a game good, but they can make it better. Scare Spree takes place in a single town, but features a wide variety of areas, buildings, and details that make it fun to explore in its own right. Trees look a little weird, but the overall feel is cartoony so it works. Details on the costumes are great, from Pikachu and the Little Mermaid to Mr. Triangle and Cthulhu. The wide variety of walkabouts are what make the game shine graphically, but graphics aren't even half the battle...


Can't rest here, enemies are nearby...

On to game play! Both games are short, but have replay value. It's obvious that scripts and tricks have been used to create the running, hiding, scaring tactics of Scare Spree. House Escape, on the other hand, is a good example of what can be done without scripts. I cannot be certain without looking at the game in the editor, but it doesn't look like anything unusual was brought into play. It's a good example of how to use different NPC movements and all the features of the OHR to make a game without getting fancy.


No one can resist a coffin...


OogaBooga!

Music time. House Escape has an excellent spooky piano score which is actually perfect for the game and set the mood well.  Scare Spree also has a good score, less Halloweeny, more frantic running around, which is good since that's what I spend most of the game doing. The scare sound effects and little screams complete the audio. Run little kiddies, RUN! BWAHAHAHAH! *screaming*

Parting shots: House Escape isn't such a bad game, it could just use more depth and polish. A timer function would make it more of a challenge--as it is, it's pretty easy, only took me two or three tries to dodge the ghosts and figure out the maze. Good for one fun playthrough, maybe two or three if you really like ghosts.


Freedom at last!

Scare Spree is a lot of fun to play over and over again, and highly recommended as a download. The only downside are the comparative scores at the end, which always make me feel about as adequate as a eunuch at a nude beach. Try as I might, I can't get above 8000 points. Anyone who reaches Master level ought to put it on Youtube, just to prove it can be done.