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Escape from Playtime Is its Own Uniquely Twisted Multiplayer Toy Story | IGN Preview

And though Escape From Playtime isn’t Mob Entertainment’s first attempt at a multiplayer game, building one inside the Poppy Playtime universe and putting players inside the furry bodies and twisted minds of the monsters of the factory hopes to be their most robust attempt.

Escape from Playtime Is its Own Uniquely Twisted Multiplayer Toy Story | IGN Preview

Each extra role you assume complicates matters further. Direct combat is not possible; instead, you must utilize items to defend yourself. Playing solo is an option, but cooperative play is encouraged if available. While Poppy Playtime may be the most recognizable adaptation of the notion that our toys possess a life of their own when we are not present, Mob Entertainment’s game takes a distinctive approach.

Its narrative involves infusing sentience into the products at a toy factory, leading those very creations to rebel against their creators. This dark horror concept has resonated with a dedicated and expanding audience of fans across various media, including games, films, and beyond. Although Escape From Playtime is not the studio's initial venture into multiplayer gaming, developing it within the Poppy Playtime universe and placing players within the furry bodies and twisted minds of the factory's monsters aims to be their most ambitious endeavor.

We had the opportunity to play a few rounds of the cooperative extraction looter prior to its open playtest, starting October 1st, and found it unexpectedly challenging in mostly enjoyable ways, despite the controls' finicky nature and numerous bugs. For someone unfamiliar with Poppy Playtime, a rundown of the lore by Senior Communications Manager Tyler Sanchez proved helpful.

Emphasis was placed on ensuring that the environments, enemies, and various details were meticulously crafted to accurately and respectfully represent the world they had created, as well as providing ample material for dedicated lore enthusiasts to explore. The community surrounding the project is notably passionate about the lore, as evidenced by numerous threads on the subreddit where fans share early artwork or debate the significance of certain story elements.

The studio's animation roots lend an eerie yet comical atmosphere to the unfolding events, as you navigate through the darkness alongside the monstrous characters. The dilapidated factory, with its disheveled furniture and towering walls, creates an unsettling ambiance accentuated by the shadows casting jagged reds and greens upon the environment.

The teddy bear characters, known as the Smiling Critters, whose namesake expressions convey discomfort, further contribute to the unsettling yet captivating aesthetic. To successfully complete the game, players must work together to gather loot scattered throughout the factory, return it to Barry, a whimsical cart, without being apprehended and eliminated by the twisted creations that inhabit the building.

Each piece of loot carries a varying point value, and rounds, or "shifts," have minimum point requirements that must be met before players can exit the factory and progress to the next shift. While the scavenging process is relatively straightforward, players must manage their limited inventory space carefully, making strategic decisions about which four items to carry.

Some items possess useful utilities to aid in navigating the labyrinthine factory, such as glow sticks to mark important locations or leave trails. Despite having full inventories, the team often fell short of the point threshold in a single round, necessitating further exploration to accumulate more valuable items. As players ventured deeper into the factory, the labyrinthine corridors and verticality posed new challenges, with seemingly endless halls and rooms stretching both wide and high.

The increased verticality encouraged players to utilize their climbing ability to scour the upper levels of the building. However, the controls proved to be quite finicky, and the abundance of bugs made surfaces potentially sticky, making climbing a precarious endeavor. Hazards increased in severity as players descended further into the factory, including a series of rooms consumed by a noxious green gas called CatNap, which proved fatal if exposed for too long.

Players had to navigate a path of schoolroom desks whose tops protruded above the gas, hopping from desk to desk to activate scattered switches and clear the hazardous air. While the jumping mechanics were challenging, the developers appreciated how such elements altered the overall task, adding an extra layer of danger and excitement to the gameplay.

The various enemy types, limited in number but impactful, include the ubiquitous Boogie Bots, green creatures that patrol in loops, raise alarms upon spotting players, and rush towards them in an attempt to annihilate them. Cat Bees, ghost-like entities that attach themselves to players and drain their health if not relieved by an ally throwing an item at them, pose another threat.

Miss Delight, a fan-favorite character, resembling a Big Daddy from Bioshock, stalks the hallways, creating a menacing atmosphere even when encountered briefly. While the limited variety of enemy types may be seen as a drawback, the developers seem content with the depth and impact of the few creatures presented.

Written by urgent.news from IGN's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

Read the original at ign.com →

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