My first thought when putting fingers to keyboard was just how much better Escape from Ever After could have been if it had spent time with a merciless editor. Coming from a two-person indie team, it has a strong start, solid writing, thoughtful gameplay, and is far from a bad game. The problem is the longer I played, the staler the gameplay loop felt, and the more I noticed the impact of limited assets.

For all vocal fans of the Paper Mario games, there have been surprisingly few attempts to copy that formula – think paper-craft sprites in 3D environments, serving a streamlined RPG that focuses on platforming and puzzles during exploration, and mini-games during the turn-based combat. 2019’s Bug Fables: The Everlasting Sapling is the most successful example that came to mind but Escape from Ever After now offers another indie alternative if you’re looking for more of same or don’t have Nintendo hardware.
Escape from Ever After benefits from a great promise befitting the aesthetics. Fairytale protagonist Flynn and his arch nemesis, the dragon Tinder, are captured by Ever After Inc – a “real-world” corporation that has figured out how to extend their operations into storybooks, reduce iconic characters to white-collar workers, and exploit their fantasy worlds for profit. Deciding that they could do more damage from the inside, Flynn and Tinder begrudgingly team up and accept an employment contract from the unhinged middle-manager Mr Moon.

The setup provides an excuse to move between the office hub in Tinder’s castle – full of office worker archetypes doling out side-quests – and a half-dozen worlds based (very loosely) on classic fairytales and other literature. There are subverted classics like The Three Little Pigs and Little Red Riding Hood, but also unexpected choices like an amusing, age-appropriate take on Lovecraft’s The Shadow Over Innsmouth. Each world has its own problems, usually exacerbated by Ever After Inc.’s rampant capitalism, and each introduces a companion that’ll join Flynn and Tinder on their adventure. Like the Paper Mario games, it is closer in style to a JRPG, so the few dialogue choices you get don’t have any real impact on how the story plays out.
The writing still managed to impress and tug on the heartstrings at times, despite no voice work and the player controlling the dialogue flow, but gameplay dominates the experience. It revolves around exploration, some light platforming and time-based challenges, and also some light puzzling that use your companion’s abilities: think hitting distant objects with Flynn’s buckler, setting things on fire with Tinder, or manipulating plant growth and wind using Wolfgang’s melodies. It makes exploration far more interesting than simply running between set-piece battles and, naturally, you can return to worlds with new companions to use their abilities to unlock new gear, trinkets, or discover ink bottles that upgrade attacks.

The combat is fun as it’s a low-numbers game, in which most enemies have health points in the single digits, and new gear or skills feel significant rather than incremental. Gaining XP and levelling boosts the party’s max HP, MP, or trinket slots – items that offer interesting buffs and potential trade-offs. More important is which party member abilities you use to deal with enemies that are flying, shielded, armoured, or buffing one another. You need to time button presses for blocks and attacks; complete mini-games to maximise the impact of special abilities; and simply spamming the basic attack will get you nowhere.
Returning to my opening statement, the biggest problem Escape from Ever After faces is the 20-ish hours it takes to roll the credits. Aside from multi-phase boss encounters, there are too few enemy variants; the charming visuals slowly give way to that “made-in-Unity” look; and even the brilliant soundtrack becomes grating once you’ve heard it enough times. As someone who would always take a shorter game with a satisfying conclusion that leaves me on a high, rather than a longer one that simply leaves me relieved to see the credits roll, I can’t help but wonder why so many developers don’t follow the less is more principle?
Escape from Ever After was played on Nintendo Switch 2 using a code provided to gameblur by the publisher. It is also available on PC, Xbox Series S|X, PS5, and Nintendo Switch 1.






















































