Do you expect me to talk?
Location: at home
Dates Played: November – December, 2018
Platform: Playstation VR, Rift & Vive on PC
Duration: about 5 hours, 7 hours for secrets and commentary
Price: $24.99 on PSVR and Steam
Publisher: Schell Games
I Expect You to Die was a series of five lovingly designed VR escape rooms in a 007-esque world. It embraced the storytelling advantages of having me in a VR environment while mitigating the challenges of having me escape these rooms while swiveling in a chair.
The attention to detail and love for both the spy genre and escape rooms continued through to the last mission. This was the way to do VR escape rooms at home.
Who is this for?
- Escape room players of every stripe
- Quick thinkers who are cool under pressure
- James Bond fans with a sense of humor
- Solid, well-clued puzzles
- Excellent graphics, VR physics, and immersion
- Surprises galore
I began I Expect You to Die in my spy office. My unnamed boss, speaking through the intercom, walked me through the basics of being a modern spy.
My mission changed from level to level, but they all involved foiling the nefarious plans of the evil Dr. Zor of the Zoraxis Corporation. In my first mission I started off captured by Dr. Zor. To escape, I simply had to drive a malfunctioning car out of an airplane that was filled with poison gas at altitude.
My boss was with me the whole way, providing a bit of guidance in my ear when I tried to do something I wasn’t supposed to do and scolding me when I “wasted time” doing something silly like shoot a doughnut with a gun.
I Expect You to Die followed the escape room industry trend of giving me a mission rather than asking me to actually escape a room. One level had me neutralizing a bio-weapon while posing as a window washer. Another had me in a one-man submarine at the bottom of the ocean. Each was creative and became thrilling as the events unfolded.
The environments were realistically constructed with a dash of cartoonishness. It was real enough for me that at one point I attempted to put my real-life controller down on a solidly virtual desk.
The five levels were also unique to one another. Perhaps most importantly, the various situations would be at home in any James Bond movie but didn’t feel ripped off from any existing installment of that franchise.
The game was built to be played while seated in one spot (although some swiveling was necessary). I wasn’t limited to items within my reach, however, because the spy agency had fit me with telekinetic implants. I could point at something I wanted in the distance and bring it right to my hands. I could also freeze items in midair for easy access in the heat of the action.
Puzzles were a mix of linear and non-linear. Most solutions relied on my ability to observe, make connections, and improvise when a bad situation got worse. There were few traditional puzzles. At times, the solution was straightforward: use this item with that item. Other times it was necessary to understand the presented concepts on a deeper level for me to be successful. It was an extra challenge when I had to do something urgently or with good accuracy in an attempt to quickly save my skin from Dr. Zor’s devious traps.
However, like the best Sierra & Lucasarts adventure games, part of the fun was dying in hilarious ways. Because this was a video game, each mistake taught me what not to do and I got faster as I tried it again. In fact, each level had a “speed run” time. I often dove back in to see if I could do a level in 45 seconds, one which had originally taken 45 minutes to beat the first time through.
➕ One worry I often have with VR simulations is whether the items will behave as I expect them to. In I Expect You to Die, physics were not a problem. Flammable things burned when lit, plastic cups bounced while ceramic ones did not, and lasers shined in a straight line.
➕ Attention to detail was fantastic and took full advantage of the VR environment. When I was posing as a window washer, I was able to look over my shoulder at the city below me, even though there were no puzzle elements there. In the train level, I looked out off the bridge and saw flocks of birds flying by.
➕ I knew I was in good hands from the opening credits. I was drifting through a two-tone 3D animation that riffed on every famous Bond opening title sequence. Bullets flew by my head and missiles launched from below as an excellent Shirley Bassey-style ballad soared through the theme song to “I Expect You to Die”.
➕ I was rewarded for messing around. Eat a moldy sandwich! Put a hat on a bear! Light your cigar with a burning log! When I finished a level, the game presented me with extra goals called “souvenirs” that hinted at other fun things I could have done. This added greatly to the replayability.
➕ The telekinetic ability to summon objects from afar was a clever narrative and mechanic workaround. Most VR goes the route of allowing the player to teleport around the environment; telekinesis felt considerably more grounded in this scenario (even if it was fantastical).
➖ My telekinetic implants allowed me to freeze items in mid-air. While this was useful for hovering code-breaking sheets where I could see them, it was just plain weird and oddly reality-breaking. It bothered me more than opening a cabinet from 20 feet away. I expect this mechanic was invented for players using traditional controllers, but it would be nice to disable it for VR controller users.
➕ What I Expect You to Die did best was surprises. Moments of victory were followed by unexpected moments of peril. Then having survived it, an even greater feeling of accomplishment.
➖ Some levels contained items like bundles of money that had no purpose. While not strictly red herrings, they occasionally got in the way of items I actually did need.
❓ In some worlds, it was possible to lose items I actually needed. While throwing stuff over my shoulder was immensely satisfying, I learned to think twice about whether I may need the thing in the future.
➕ After I had completed the main story, I had the option of turning on commentary! This was something I had never expected. There was lots of it and it was full of interesting insight into the design decisions of making the game.
Tips For PLAYING
- While this game can be played with a traditional controller, it’s more immersive to play with two VR controllers.
- Try everything. Sometimes there are multiple ways to solve a level, and lots of fun things to discover!