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It doesn't matter who you are. It doesn't matter what you've done. What matters is where you are, in a small, dark room adjacent to an arena filled with spinning blades and swinging axes. If the signpost to your right is to be believed, reaching the other side will win you your freedom. If you fail . . . let's not talk about that. Either way, the crowds will cheer.
Tropes in Exit Path include:
- Bottomless Pits
- Bread and Circuses
- Bullet Time: "Flow," charged up by running in one direction for several seconds.
- Condemned Contestant: Referred to as a "runner."
- Couldn't Find a Pen: THERE IS NO FREEDOM
- Dystopia: Conveyed almost entirely through signposts.
- Footnote Fever: There's an asterisk on every signpost that has text, and the smaller message tends to reveal that the larger one isn't entirely accurate.
- Frickin' Laser Beams: They slowly auto-aim at you if you're not behind cover.
- Hundred-Percent Completion: There's a caution sign to collect in every level.
- Kangaroo Court: In the sequel.
- Mission Control Is Off Its Meds: The signs
- Nintendo Hard: You are going to get sliced into little pieces many, many times before you beat this game.
- Running Both Sides: Either this or very close to it in the sequel--the leaders have enough control of the rebellion that they can "randomly" assign specific rebels to try and steal food. They know exactly who'll be sent and exactly when they'll be sent, so they can capture any rebel who gets too inconvenient.
- Sequel Difficulty Drop: Exit Path 2 is a bit easier than the first due to a smoother control scheme, an ability to double jump, and bounce pads having a fixed height.
- Spikes of Doom
- Teleporters and Transporters: Part of the sci-fi atmosphere.
- Too Fast to Stop: Frequently the cause of your demise.
- Win Your Freedom
- Your Princess Is in Another Castle: The arena's ten levels long. The game has thirty levels.