See detailed review for specifics. Bland and predictable puzzling with some technical glitches that interfered with gameplay.
Puzzles were linear, one use items only, no distractors. Initial puzzle used a physical lock to lock participants in a darkened closet without a secondary emergency egress point or a way for the player to buzz themselves out without staff assistance - highly questionable. There was an emergency help button to contact staff but no way for the player to get themselves out. Also, one of the props needed to solve the puzzle could be lost and irretrievable.
Like being stuck in your elderly Aunt Mabel’s attic. Room had previously been a single occupancy house (not a commercial warehouse or strip mall) so it very much had the feel of an old, converted house. With a few notable exceptions, props were essentially repurposed flea market furniture. Many things, like cabinets and drawers, were firmly secured. Other items were flimsy or not adequately prepared for heavy use… pieces could unintentionally come off or props accidentally be rendered nonfunctional. In one case, a prop was literally held together with duct tape. Some pictures, art, and other themed paraphernalia present; but not quite enough to immerse.
Pleasant at first. Clear expectations for what to expect regarding out-of-bounds gameplay. When requested, clues were presented in “dungeon master” style puzzle-speak, which while not thematically linked was still neat.
During play, a prop broke, making progress impossible. The tech problem was not discovered by the GM for several minutes, who let us struggle unnecessarily to find clues that were literally unavailable. When discovered, GMs were forced to enter the room to fix, but we were given extra time to compensate. The length of time it took for the broken prop to be discovered/noticed was very disappointing
Particularly interesting or different
No
Some neat ideas, but nothing revolutionary. Mostly repackaging of typical design. Heavy focus on “search-and-find” over deep or logic puzzling. Admittedly, the game started in a way that was… uh, certainly different and not in a good way.
There were thematic elements that carried throughout rather consistently. No overarching meta-puzzle or need to understand the narrative in order to escape:
Puzzles were fewer compared to other 60 minute games. A few were reasonably complex. Any non “search-and-find” puzzles were solved in under 5 minutes.
There were major prop problems and potential hazards (sharp objects)
Physically active
Somewhat
Accessibility
Not at all accessible. Required listening, visuals, fluency in English.