“Captain, we’ve encountered an anomaly and the ship’s dead in the water!”
“How long will it take us to get running?”
“At least two hours Captain.”
“Get it done in one.”
Location: New York, New York
Date played: July 14, 2015
Team size: 2-6; we recommend 3-5
Price: ranges from $50 per player for teams of 2 to $26 per player for teams of 6
Emergency Exit: [A] Push to Exit
Physical Restraints: [A+] No Physical Restraints
“On the way home from a distant galaxy, your spaceship encounters a serious problem. Even an experienced pilot would find this job demanding! In this game, you have to regain control of the situation to escape the darkness of the universe.
Stay focused and get back on course!”
This game is pretty. Really pretty. It looks like no other escape game I’ve ever seen in that it captures the bright and clean Star Trek aesthetic perfectly.
With the exception of one small but significant nook in this game, everything is perfectly themed. The space just feels right.
Lots of technology that works
This game is filled with technology. There are no physical locks; there are a few keypads. All of the mechanisms feel like they ought to be there.
There are a number of different screens on the ship’s bridge. Each has its own interface with art that perfectly fits within the game.
Puzzle theme conflict
For a room that leans so heavily into a theme (and does it well), there are a few puzzles that feel a bit forced.
In one instance there is a riddle that while good, didn’t fit within the story of the game.
Similarly there was a puzzle that revolves around Morse code. While I love Morse code as much as the next communication and code geek, it felt like it probably didn’t belong in this far future game.
Automation without indication
This game is very linear. Each puzzle must be resolved in order, and a lot of things are triggered programmatically. Many of these computer-driven effects are obvious (large set-pieces turn on or off or big warning signs flash); some are far too subtle (like small compartments automatically unlocking).
This was the biggest failing of Outer Space.
Throughout the game, players solve puzzles, and things unlock, but there is no way of knowing what you unlocked (or that you unlocked anything at all).
This game desperately needs more audio or visual indication to let a player know that they have earned something.
This room is designed to slow your team down. It’s billed as a 2-6 person game, and that’s very fair. Regardless of your team size, the game will likely slow your progress.
Our team was mixed on if this was a good or a bad thing, and this was the first time that Lisa and I had a significantly different opinion on a room. She wasn’t bothered by this style of design; I was. It’s worth noting that our team was split on this as well.
Should I play Escape Games NYC’s Outer Space
If you’ve broken out of a few rooms, and want to experience something different, then this is the most interesting room I’ve seen in the New York City area.
We found the room challenging, but narrowly escaped without any hints (we had 3 minutes remaining). I wouldn’t recommend Outer Space to beginners, as I don’t think they will be up for the challenge, and I know that they will not appreciate how different this game is from the norm.
It can get a bit tedious at times, and I think that the room could benefit from a little more iteration, but it’s a special room that deserves to be played.
Book your hour with Escape Games NYC’s Outer Space and tell them that the Room Escape Artist sent you.