Showing posts with label Prison Architect. Show all posts
Showing posts with label Prison Architect. Show all posts

Thursday, 27 April 2017

Prison Architect Review

Introversion Software attempts to take players into the nitty-gritty business of building a prison through a game with bright cartoonish graphics but a dark central topic. A surprisingly in-depth, yet fun to play simulator game that harkens back to the times of building and management simulators pioneered by the likes of Theme Hospital and Rollercoaster Tycoon, and applies a lick of prison-flavoured paint.

Prison Architect is a very strange game that feels at odds with its own subject matter. The game is initially very intimidating; there is a lot to do and not a lot of time to do it. Most players will opt straight for the sandbox mode of the game and this is probably where the game is at its scariest; gamers are given a blank canvas of grass, a busload of workmen and some basic materials and are tasked with building a prison to house a set of inmates that are set to arrive at 8am the next day.

This intimidation can be paralyzing at first; akin to the terror a writer can feel when looking at a blank word processor document with no ideas, or the feeling of having just too many things to think about. This was my first experience with the game, and it was terrifying.

Of course, such intimidation can be easily fixed; the intake of prisoners can be shut off until you’re ready, and the game has a fairly forgiving grants system that not only offers a tutorial in the form of a to-do list, but it also allows the player extra resources to help them go about their prison building. The game does give you everything you need, but at first, everything you need can seem like a little too much.

I first started with Prison Architect in the middle of its Early Access run thanks to the recommendation of my fiancĂ©e, who had already been playing the game for about a hundred hours to this point (much to the detriment of her productivity with university work) and was by and large an addict, playing the game almost out of habit. She had become so obsessed she was even watching the regular update videos made by the game’s development team. Upon playing the game for a few hours, I could easily see why; the game is incredibly creative and innovative, and laudably in-depth with its own systems.

It’s clear that Prison Architect is a labour of love, from the sheer amount of thought and programming genius that its developers had to craft with every single gameplay mechanic; for instance, water flows through pipes in a particular, well-defined way and players must craft their inmate’s plumbing carefully to make sure enough water gets around their prisons. As another example, players can place electric cabling and logic circuits throughout their prison for things such as remote-access doors. These are just a couple of small aspects of the astounding amount of work that must have gone into the game.

There are a mass of systems all working in tandem in Prison Architect, including those involving the prisoner’s own mental state and feelings, and the player must pay attention to these in order to tailor their prison for the right situations. Creating a prison becomes an exact science; a careful balancing act that incorporates psychology and supply-and-demand mechanics where the gamer must balance on a knife-edge of punishment and reform lest their institution falls into chaos. This in parallel with the by-no-means small job of constructing and managing a prison in real life, and the developers are keenly aware of this, in their video documentaries, Introversion Software make it clear that they wanted to present the prison system as it was, warts-and-all. The result is oftentimes brutal and worrying, but this is very much the intention of the game.

Prison Architect does have a story mode, but that is not the point of the game and I would recommend ignoring it, as the sandbox is clearly the biggest and best part of the package. The difficulty curve does act strangely, however, as if you play the game right you can become rich enough to build prisons with no real consequence, but does this not mirror the prison industry of the US in a way?

The way that Prison Architect handles its sometimes-controversial subject matter is surprisingly blunt. Most of the game is very business-like and you realise just how easy it is to see prisoners as mere numbers and money-making devices, and the horror of that thought is not lost on me. Interestingly, the way that the game handles executions is the opposite. The player is put in direct control of the proceedings and makes the final decision, both in going ahead with the execution and pulling the lever on the electric chair. Players are then given a report of whether or not the prisoner was innocent as the game reverts back to its matter-of-fact style. This can be quite unnerving as one plays for the first time, but there is a lesson behind it that I feel is important to learn.

Sound is a little disappointing in that the game is lacking of any true impactful music, but the important part of the package is certainly present; on zooming into the game, players can hear the general ambience of the prison. I think the attention to detail here is also astounding; in prisons where the people are treated worse, the ambient noise is a lot more disturbing and violent, with shouting and swearing from the people you are mistreating as they demand to have their rights respected.

Graphically, the game may be seen as inferior, but I feel that it evokes older Tycoon games well, and the way in which the graphical approach works with the gameplay is of particular merit. Prisoners are easy to discern, the HUD is functional and everything is presented well. There are a few rough edges here and there but overall the presentation does nothing to detract from the game in any significant way.


Overall, Prison Architect is a delight to play, with a high value proposition and unlimited replayability. I have sunk hundreds of hours into the game and the way that it encourages different management styles, and the way that its systems are so well designed that they can handle all of these, is nothing short of genius. As a love letter to Tycoon games long past, and a game of some political interest, I can’t recommend Prison Architect enough. 

Sunday, 23 April 2017

The Games I Consider Unforgettable: Part Two


Sonic the Hedgehog

Out of all of the items on my list, Sonic is my personal pick. That is not to under-rate the impact that the character has had on gamer culture over the decades; I myself have blogged about how he has come to represent 90’s culture to the point he has become a cultural clichĂ©. But Sonic is my pick because he represents my introduction to gaming. The first moment I ever played a game was playing Sonic the Hedgehog for the Mega Drive.


The potential of gaming was apparent to me from the start. Ever since I played Sonic, I felt somewhat undersold by other media. I grew up much preferring to receive a game of a movie than the movie itself. I loved the sense that I could interact with worlds, and that was gaming’s biggest selling point to me. I needed to engage with the world in a practical sense and this was exactly what gaming, as an interactive medium, offered to me.

Sonic was a beautiful game, filled with colour and enjoyable. It offered everything that was classically ‘video-gamey’ within its package; the high score chasing, the nostalgic sounds, the collecting of rings, the secret levels where you could collect Chaos Emeralds, the jumping on enemies, and the boss battles, and last but not least, the central character himself running the show. As an introduction to gaming, I couldn’t think of anything that was better for me than Sonic, and I will always remember the numerous iconic moments of the first game; the opening notes of Green Hill Zone Act 1, the noise of Sonic’s jump, the terror of drowning in Labyrinthe Zone. For me, Sonic the Hedgehog was the video game that had it all.

Prison Architect

As my ‘post-Minecraft’ indie pick, it was a toss-up between this game, Don’t Starve, and Subnautica. However, what made Prison Architect win the day was the near-perfect tribute to Tycoon games of the past. I was someone who loved Theme Park and Theme Hospital, and what Prison Architect offered was a modern update of that familiar idea; management of some industry or service delivered with an almost-comic, yet decidedly ‘gamey’ twist.


Prison Architect, beyond that, is an excellent game, and one that even helped me to easier understand concepts used in a Forensic Psychology class that I had at university. It struck me, upon reading that class, just how accurately Prison Architect portrayed the current theories on prisoner needs and their reactions. The way that the game’s hidden depth demonstrated a fine attention to detail was astounding, not to mention just how powerful the building was in the game. Just like Minecraft, dedicated players could build anything they dreamed of, even using logic circuits. Prison Architect has an astonishing level of attention to detail in every little part of the game that you can think of, and I highly suggest watching the YouTube series of developer diaries to show just how thought-out every concept was in the game.

I will always remember Prison Architect for being an excellent and fun Tycoon-like game, that had a ton of depth and imagination behind almost every concept, as well as being just an amazing value proposition for the price that I paid compared to the hours of fun that I got back.

Honourable Picks:

I don’t have time to gush about every game that I consider to be unforgettable; this post has already gone on far too long as I have geeked out about so many games that I love. But even so, I feel that I have left out so many important games that have changed the way I look at gaming, or just were so damn good they left that big an impression. That shows just how amazing this medium is, and how much love I have for gaming in general! So, honourable mentions go to:

The Elder Scrolls V: Skyrim: For being the game that introduced me to fantasy games, and RPG mechanics. Prior to this, I had avoided RPG as a genre and this game made me realise I was missing out.

Super Mario 64: I would have included this on the list, but I feel everything has been said about this game that could be said, and I can’t add anything to that discussion. I loved the sense of adventure in this game as my first introduction to Mario.

Sonic Adventure: As Sonic the Hedgehog was already a pick, I don’t feel that I could have gushed about this in a way that showed how significant Sonic was to my early gaming days. It was a memorable game that, even though it’s aged badly, was really fun in its time and a massive selling point for the Dreamcast.

Command and Conquer: Red Alert 2: While I truly do count this game as among the best I’ve ever played, I just don’t have enough enthusiasm for RTS as a genre to really count it as such a massive impact on me as other games have been. It is a wonderful game and I love playing with the Skirmish mode, it’s just omitted because the other games on this list meant that much to me.


What were some of your big memorable games that shaped the kind of gamer you are today? I have gushed for over 2000 words on this and I still feel that I could go on about these amazing experiences. I think that you can tell a lot about a person by what games they consider to be the most significant, so I feel like this has truly opened my heart and let you know about a big part of my life. Sorry for the huge post, but I really hope you find some value in this!