![]() ![]() And while my extremely-limited knowledge of prison life says “Yeah, that sounds about right,” the resulting game sometimes feels like it railroads you into a single solution for each problem. For instance, if your prisoners are bored you don’t have many options with which to entertain them: TV, radio, pool table, books, weights. My main complaint about Prison Architect is that there’s more breadth here than depth. The question is whether you’ll apply what you learn. ![]() It’s a bit predictable (read: overwrought) but it’s entertaining enough to keep you going until you feel comfortable with all Prison Architect’s systems. The story takes cues from Hollywood, featuring lurid crimes of passion and mafia dons and riots and stabbings in the shower and the crazy tough-on-crime mayor who maybe doesn’t have the purest of intentions. I actually think it works pretty well, giving some sort of framework for players to work through before they’re turned loose. Chapter One loads up automatically when you initially launch Prison Architect, and it will take you through the basics (and beyond) before you brave Sandbox mode. It’s a five-chapter compilation of stuff you’d see in Sandbox mode, but given a narrative framework and a guy who’ll call occasionally to say “Hey, maybe you should build a Laundry,” or some such advice. The campaign, newly expanded for the complete release, helps alleviate some of these issues by acting as part-story, part-tutorial. Like some other early Early Access games (looking at you, Kerbal Space Program), Prison Architect seems to have started with an already-pretty-comprehensive list of features and then added and added and added until at final release there’s an insane amount of stuff to do for anyone approaching the game fresh.
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