Cantaloop: You'll Never Get Me! Part 1: The Crew

Cantaloop: You’ll Never Get Me! Part 1: The Crew

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You’ll need a team, so explore 20 beautifully illustrated The point-and-click adventure game genre was born in 1976 on the PC. In this type of game, the player assumes the role of a character in an interactive story driven by puzzle solving and exploration. This game is a direct adaption of these mechanics to the cardboard medium that requires no electronics to play. In other …
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The “point and click” feel
  • Puzzle of combining certain items
  • Very helpful hint system

Might Not Like

  • No branching story
  • Single shot
  • Probably not the best at higher player count.
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Description

The point-and-click adventure game genre was born in 1976 on the PC. In this type of game, the player assumes the role of a character in an interactive story driven by puzzle solving and exploration. This game is a direct adaption of these mechanics to the cardboard medium that requires no electronics to play. In other words, you are holding a classic point-and-click adventure game in book format. You will talk to characters, combine items to solve puzzles, and explore a unique world to get ahead in the story.

Become a small-time criminal in this interactive adventure book where you’ll come up against the most powerful crook in the city!

In the first part of the Cantaloop Trilogy, you embody the small-time criminal Oz "Hook" Carpenter who just returned from exile, seeking revenge on the person who made you leave in the first place. But thats easier said than done: You wont stand a chance against the most powerful crook of the city all by yourself. You need a team of people with a unique set of skills if you even want the slightest chance to succeed.

Explore 20 beautifully illustrated locations, talk to characters and solve tricky puzzles to gather your crew in this "Point'n'Click" like game. Search and collect items, figure out where to use them and combine them with each other.

- Open World: You decide where you want to go and when.
- Non-Linear Puzzle Design: There's always at least two puzzles to solve at any given time, so chances that you'll get stuck are minimized.
- 6-10 hours Playtime: Or 18-30 hours for the entire trilogy - a huge game world to immerse yourself in.
- Story-driven: In the prologue and the 3 parts of the game, the story slowly ramps up to the big heist on Cantaloop Island.
- Humor: Similar to the old point & click adventure games, you'll get a funny response for a lot of the combinations you try.
- Non-Destructive: None of the game material gets destroyed in your playthrough. There is only one sheet of paper that you can easily copy.
- Help System: Should you get stuck, there is a vast help section where you can get up to two hints and the solution to any puzzle.
- No Abstract Puzzles: Every puzzle fits into the world and story of Cantaloop.
- Dialogues: Most of Cantaloop's story is told in speech bubbles, encouraging player groups to roleplay the scenes together.
- Secrets: There MAY be a few easter eggs and unlockables sprinkled throughout Cantaloop, but I'm sure that's just hearsay.

Cantaloop Book 1 – Breaking into Prison is a one to four player cooperative, role playing, deduction game designed by Friedemann Findeisen & Grzegorz Kobiela and published by Lookout Games.

Back in the day, when I was a kid, computer games consisted heavily of point and click adventure games. Games like Grim Fandango, Day of the Tentacle and various iterations of Monkey Island. It first started in 1976 (before I was born I may add) and still continues to some extent today. They were often filled with fantastic humour and combinations of weird items. You went around various scenes, collecting items, combining items and trying to puzzle your way through the game.

Cantaloop, is in essence, the analogue adaptation of its digital counterparts. The game comes with a big book of 20 different locations with various characters and puzzles to solve. Using a very unique and innovative card/numbering system you can combine items and use various items at the locations.

The combination of the characters on the cards you are using or at the locations will give you a code to look up which will give you some dialogue text. This may instruct you to go to another piece of dialogue or give you a code to cross off (i.e. A1, B3, F8 etc). You will collect these codes as you go along and new dialogue options and text entries will open up as you progress.

Cantaloop Book 1 is the first in a trilogy of books following the adventures of Oz “Hook” Carpenter who has just returned from exile. Follow his antics as you try to amass a crew to get revenge on the person who forced you to flee in the beginning.

Final Thoughts

I loved point and click adventure games as a kid. I have some very fond memories of puzzling my way through these games, combining seemingly innocent items to create something to aid in my adventures. I loved the sense of satisfaction when you suddenly find a winning combination to get past a certain area/section or puzzle.

Cantaloop has all the elements of these old school point and click adventures; finding and combining items, searching new locations, unlocking new dialogue options and it works very well. If you enjoy the digital versions I think you would enjoy Cantaloop.

The mechanisms behind the game are solid. All locations and items will have a two character alphanumeric code and an arrow. When you combine two items you get a code (i.e. z3f2). If this code is generated at a location, you look up the corresponding code at that location. If it is two items in your “inventory” then you look it up in a separate book. The dialogue is obscured and can only be read with a red filter (provided with the game). The dialogue text is branching and depending on what other codes you may have unlocked previously may lead you to different text to read.

There is also a very good hint system if you get stuck that offers layered solutions; from a hint to a direct clue. I found I did use the hint system a few times but not often. I knew what I had to do, but just couldn’t find the way the game wanted me to do it. For the most part though the game flowed well. The combination of items to be used and where made sense (at least to me but that may be due to my previous experience with the digital games). I am not going to give away spoilers here as part of the fun is discovering the combinations for yourself.

There is an overarching story but it is not a narrative driven game as such. The story is there to give some context as to what you are doing. There are no branching paths so if that is what you are looking for then Cantaloop might not be for you. However, if you like the puzzle of figuring out how to combine items to overcome situations and obstacles then Cantaloop has this in spades.

Overall, I really enjoyed Cantaloop Book 1. It was on the slightly short side for me and would have liked a bit more content but for the cost of the game it was totally worth it. I did play this as a pure solo game and I am not sure I would want to play it any higher than two players. I see no reason to play this as a four player game. It has the option to just pack it away and save your game and carry on at any point which I really enjoyed.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The point and click feel
  • Puzzle of combining certain items
  • Very helpful hint system

Might not like

  • No branching story
  • Single shot
  • Probably not the best at higher player count.