Da Vinci is missing something.
Location: New York, NY
Date Played: February 5, 2018
Team size: 2-8; we recommend 5-6
Duration: 60 minutes
Price: $30 per ticket
Thriller City’s Da Vinci was a harshly difficult escape room with interesting interactions, some great set design, little clue structure, and an inflexible hint system. While there were lots of details to love in Da Vinci, this escape room felt seriously incomplete and in desperate need of improvements that put more of an emphasis on fun rather than frustration.
We’re rooting for Thriller City to succeed, but in its current state, we cannot recommend Da Vinci.
Who is this for?
- People who want a challenge
- Players who don’t mind extensive reading
- Best for more experienced players
- To try your hand at a game with a less than 5% escape rate
- The transitions
We were on a quest for the Holy Grail. It seemed that Leonardo Da Vinci knew where the Grail had been hidden and had left a series of clues. With an evil secret society on our tail, we needed to discover the legendary cup before they arrived and used it for their nefarious goals.
We began our quest for the Holy Grail in a dark cavern lit with a single LED candle. Once we determined how to leave the cave, Da Vinci opened up into a well-lit library environment.
The set was inconsistent. Some portions looked beautiful, creative, and polished; other parts looked unfinished or empty.
Da Vinci was brutally challenging. The owner of Thriller City told us that the game had about a 1% or 2% escape rate. I got the impression that we were the first or second team to ever win this game. It’s also worth noting that we deliberately circumvented a few puzzles to earn that victory.
While there were challenging puzzles to solve, the bulk of the gameplay centered on detailed pixel-hunt searching, parsing the clues from the red herrings, and figuring out how to operate the game’s mechanisms.
All of this was complicated by a stingy hint system whereby at the 30-minute mark a monk entered the room to provide us with a single hint. With 10 minutes remaining he returned for a second time to complete a task that none of us could figure out. We could not otherwise request hints, clarification, or support.
Da Vinci hid its secrets well. It was especially thrilling to uncover transitions.
Thriller City built large mechanical puzzles. These were inviting, exciting, and satisfying.
Some aspects of set design were gorgeous. The opening gamespace transported us to another place and time through detailed construction, down to wall finish. Some of the art within the set was magnificent.
Da Vinci was composed entirely of interactions. It didn’t include the clue structure. It lacked puzzle flow. It was impossible to latch onto the thread of gameplay.
In-game cluing consisted of many long passages to read off laminated sheets of paper. This was tedious. These clues were at best ambiguous and sometimes entirely opaque. We’d occasionally make sense of a paragraph retrospectively, after determining the intended interaction by other means.
Some of gorgeous wall art was intended to clue a puzzle, however opaquely. Much of it proved to be red herrings. There was absolutely no way to tell the two apart.
The majority of the set was overly spacious and barren. With large, sparsely furnished spaces, the scale felt off and unlike a library, despite the multitude of books.
We spent most of our time fixated on one puzzle that nobody could solve. At any given point, at least one team member was working on this puzzle. We knew we couldn’t move forward without it. Thriller City couldn’t hint this puzzle and with roughly 10 minutes remaining our gamemaster entered the room and solved it for us. Given the time constraints of an escape room, it felt unfair. It wasn’t a trick lock, but the same concept applied.
Thriller City offered one hint at 30 minutes (and eventually the solution to the aforementioned puzzle as well). We spent too much of our time in Da Vinci stalled. I have to imagine less experienced teams grinding to a complete halt. This wasn’t fun.
Da Vinci had a less than 2% escape rate. It didn’t want to be won. Through a mix of escape room experience, half-clued solves, outside knowledge, and two hints, we escaped with seconds to spare. We didn’t feel skilled; we felt lucky. It wasn’t satisfying.
Disclosure: Thriller City comped our tickets for this game.