Escape from Doom Review

Escape from Doom Review

Oct 29, 2013

Escape from Doom is an endless runner that is set in the hot sands of Egypt past the era of the pharaohs. Basically, it’s a story of being transported to the pyramids during the grave-robbing 1920s, and having to escape the vengeful, dead mummified guards that still take their guard duties very, very seriously.

The perspective is first-person shooter, so most of the action is pretty much in the face from the get-go. The tutorial is pretty quick and straightforward, and gives insight into the controls and general gameplay. The default guiding mechanism involves generous tapping areas on the left and right of the screen that allow darting to the left or right, depending on the side draft. Beyond that, taps in the center elicit gunfire.

To play, the general premise is to collect goodies (by running into stuff like vases and chests) while avoiding or doom1capping marauding mummies. The mummies of a damage radius of sorts, and entering causes injury or death. Forward movement is automatic until a game ending bloody collision occurs. The goodies include upgrades, equipment and consumables like ammunition.

The gameplay incorporates a challenge system that usually rewards longevity of runs. Stuff like distance, mummies killed and the like are cumulative stats that can unlock other features or boosts when reached. The game awards gems for distance, and gems can be used to purchase perks as well. Such perks can be used in slots to gain advantages on runs. A lot of the weaponry is based on levels, but can be unlocked with treasure. And of course, the accumulation of treasure can be expedited by IAP, though I did not find real cash to be mandatory.

And the runs do increase in difficulty; the further the runs go, the darker it gets. Some mummies uncoil from the ground, making them hard to discern from the valuable vases. Different backdrops emerge and keep the game relatively fresh over time.

I like the graphics in this one. I could almost feel the sun-drenched sand in my eyes, and it is easy to appreciate the animations as exemplified by the bumbling opening sequence of every run. The visuals convey a sense of foreboding that mostly worked.

It’s the perfect runner for Halloween… and likely much beyond.