It is often a chore to play the boredom induced through hours of going through the motions of each prison often outweighs the fleeting joy of finally making an escape.
It just doesn't do the 'game' thing very well. It is a game about prison, and it does the prison thing well. Even so, it's difficult to call The Escapists 2 bad based on its tedium alone. There are only so many methods of tunnelling under a cell or cutting through a fence, and once these have been exhausted the game has little lasting appeal. The numerous prisons all have different conditions and some unique escape opportunities, but it unfortunately almost all boils down to doing the same thing in only minorly different ways. For those who take the time to learn the ins and outs, it can become interesting and even enjoyable at times. That being said, The Escapists 2, like its predecessor, rewards experimentation. This wouldn't be such a bad thing if the parameters for what is "illegal" were better defined, but the game sorely lacks direction thanks to the aforementioned weak tutorials. Not only are the mechanics difficult to decipher, but they can be incredibly punishing when they're not respected. The result is a very janky, difficult to absorb introduction to it all, which most newcomers might abandon right off the bat. The tutorials glance over the basics, but fail to truly capture what is required of the player once they're thrust into the underbelly of each prison, and this negatively colours the rest of the experience. The player is expected to figure out what works and what doesn't on their own, which is odd given that there are a couple of designated tutorial missions. Unfortunately, the experience is mostly hit-or-miss. On paper, this has the makings of a great experience. To truly "beat" this, one must decipher and exploit this tightly run machine. Resourcefulness must be channelled through the game's various mechanics: an extensive crafting menu, building relationships with guards and inmates, attending mandatory prison exercises and a light-RPG combat system are the primary tools to be utilised. The sensation of helplessness can be palpable - almost every detail of each escape relies on the ingenuity of the fugitive-to-be. This is a roundabout way of saying that The Escapists 2 is ruthless in its lack of handholding. The tools and basic requirements for a successful escape are presented, and then it's up to the escapee to do the legwork. These diversely designed penitentiaries all boast a unique aesthetic which for the most part feel fresh and distinguished from each other - from a high-tech space station to a moving train, the player is tasked with getting out by any means necessary with whatever is at hand. The Escapists 2 offers the player a handful of wonderfully crafted sandbox prisons from which to make a getaway, each with multiple escape opportunities.