
The Escapists 2 - Wicked Ward
A prison-break sim where the timetable is the weapon. Route-planners will lose weeks to it. Improvisers will bounce off Wicked Ward's walls inside an afternoon.
GamerScout Verdict
Best for schedule-obsessed planners who like a top-down puzzle box; improvisers and anyone allergic to costly failure should skip it.
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About The Escapists 2 - Wicked Ward
This one is for the player who writes the plan down before executing it, and it is an easy skip for anyone whose instinct is to kick a door and improvise. That single distinction predicts your experience better than any genre label on the store page. Team17 and Mouldy Toof hand you a prison, a clock, and a list of mandatory appointments, then dare you to build a second, secret timetable that fits inside the first one without anybody noticing. If that sounds like homework, it will feel like homework. If it sounds like a puzzle box with a hundred moving parts, you are exactly the audience, and Wicked Ward is where the box stops being polite about it. The loop reads simple on paper. Roll call, breakfast, a work shift, exercise, shower, lights out, repeat, with a headcount at every checkpoint. Everything interesting happens in the gaps. You take a job because the kitchen puts a knife within reach and the janitor round gives you a legitimate excuse to be in the wrong corridor. You lift weights and run laps because strength and speed decide whether you win a scuffle or lose your entire stash. You read in the library because intellect gates the better recipes. Then you start assembling: files, duct tape, bed sheets twisted into rope, a poster to hide the hole you are chipping behind the desk, a dummy built from a pillow so the night patrol logs you as asleep. Every one of those items is contraband, every doorway can be a detector, and your cell gets tossed on a schedule you can learn. Heat is the real currency here, not money. Here is the part people get wrong. A game sitting at 91 percent positive across roughly 34,000 reviews, with a 75 on Metacritic, did not get there by being hostile, and this sequel is far kinder to newcomers than its reputation suggests, provided you approach it in the right order. Start at the opening prison, not at Wicked Ward. Spend your first in-game day doing nothing except following the routine and watching guard paths, because the patrols are patterns and patterns are readable. Take a job on day two and bank the income. Train stats before you touch a tunnel. Do not begin a dig until you already own the cover object and the dummy, because a half-finished hole discovered during a cell search costs you the entire run. Played that way, the difficulty curve is generous and the tutorial prison genuinely teaches. Played by grabbing the first shiv you see, it will feel like the game hates you personally. What does not hold up. The learning happens through failure, and failure is expensive in a way that will not suit everyone, since a botched attempt can wipe hours of quiet accumulation with no forgiving checkpoint to bail you out. Guard behaviour is scripted rather than smart, so the tension that makes your first breakout thrilling drains away once you have decoded the routine, and the later maps answer that by adding restrictions and surveillance volume instead of cleverer opposition. Inventory juggling is fussy, particularly when you are shuffling a pocket full of hot items ahead of a search. And the feature list has no Workshop entry, so the prison roster is what you get, permanently. That is a real ceiling on a game whose whole appeal is systems begging to be recombined. Co-op is the bright spot, four players online or two on a couch, though a partner who ignores the timetable will torch your heat rating in ten seconds flat. So: a planner's game, not a brawler's, and a slow burn that pays out in one perfect thirty second window after nine in-game days of preparation. Wicked Ward in particular is the graduation exam rather than the orientation, and treating it as anything else is how people convince themselves the whole thing is unfair. If your idea of a good evening is a notepad beside the keyboard and a route diagram you drew yourself, the hours per pound here are excellent and the ceiling is higher than the pixel art implies. If you want the escape handed to you in an action set piece, look elsewhere, and do not blame the timetable.

Strategy & simulation
Tags
System Requirements
Minimum
- Processor
- Intel Core Duo E6600 @ 2.4GHz
- Memory
- 2 GB RAM
- Graphics
- Intel 4400, GeForce GT 8800, AMD Radeon HD 4650
- DirectX
- Version 11
- Storage
- 4 GB available spac…
Recommended
- Processor
- i5-2500k@3.3GHz, AMD FX 6300 3.5GHz
- Memory
- 4 GB RAM
- Graphics
- GeForce GTX 750, AMD R7 370
- DirectX
- Version 11
- Storage
- 4 GB available space Sound C…
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Reviews & Ratings
Game Info
- Developer
- Team17, Mouldy Toof Studios
- Publisher
- Team17
- Release Date
- Aug 21, 2017
