New SCRAP On The Block
Location: San Francisco, CA
Date Played: August 21, 2018
Team size: 4-9; we recommend 4-5
Duration: 60 minutes … ish
Price: $33 per ticket
SCRAP, the creators of the escape room format, did it again: they created an entirely new 60-minute immersive gaming structure. We found ourselves trapped in a 5-minute actor-driven time loop that kept ending with the death of our neighbor in the apartment across the alley.
The Pop Star’s Room of Doom was unlike anything we had ever played before. It’s a concept we hope others explore too. The core gameplay was pure genius. Although aesthetically it was subpar and the story left a bit to be desired, it was remarkably innovative and intriguing.
I’m so glad that we played The Pop Star’s Room of Doom and strongly encourage anyone who is interested in gameplay and innovation in the escape game format to check this one out.
Who is this for?
- Players who welcome a challenge
- People who can ignore a weak set
- Story seekers
- 1990’s pop fans
- Any experience level
- Patient players
- SCRAP fans
- Brilliant time loop game mechanic
- Read challenge
- Wonderfully innovative
So we like, totally lived across the street from our favorite popstar Angel Infinity… and like, witnessed his murder. And like, as soon as he died, we time looped back to Angel entering the apartment again. It was like Groundhog Day and we like, had to save Angel’s life.
The Pop Star’s Room of Doom played out across two adjacent apartments (rooms) separated by a few feet of “alleyway.” The first room was “our apartment,” a bare, white-walled space with a locked box, a white board, a giant cassette sticker on the floor, and a window that looked out into the other room. The room was barren and worn.
The other room was the pop star’s apartment: a living room filled with Ikea furniture and assorted ’90s geekery. The pop star’s room was essentially a stage with an actor. We never set foot in that space; we could only view it.
Real Escape Games by SCRAP’s The Pop Star’s Room of Doom was an atypical escape room.
A single series of events repeated on loop. With each loop, we could take actions to affect how the events played out. Each decision we made was reflected in the actor’s changed behavior and a change in how he died. We needed to determine which actions to take when in order to save Angel Infinity.
The Pop Star’s Room of Doom was challenging because the gameplay and strategy were unorthodox… and every choice we made could introduce a new unforeseen variable into the equation.
Core gameplay revolved around observation, attention to detail, patience, coordinated efforts, and repetitive actions.
+ The time loop concept was incredible. SCRAP’s earlier game Escape From The Time Travel Lab was essentially an escape room that pulled the time travel mechanic from The Legend of Zelda: A Link To The Past and reimagined it for an early escape room. The parts of that game that revolved around time travel were brilliant. The Pop Star’s Room of Doom focused entirely on time travel, but did so in a way that was much more akin to The Legend of Zelda: Majora’s Mask. By putting us in a constant time loop, the gameplay was unique and focused.
– There’s a technical term for the aesthetics of The Pop Star’s Room of Doom… and that word is hideous. This was one of the ugliest escape games that I’ve ever seen. I assume that SCRAP was trying to limit the variables in the gamespace to streamline gameplay, but this could have been done with some elegance and finesse… or the least some upkeep and maintenance.
+ Each time loop took less than five minutes. SCRAP introduced an impressive amount of variability and traps within that brief span of time.
+ The Pop Star’s Room of Doom thoughtfully explored the time loop concept and made us think carefully about what our options really were.
+ The solutions were well clued. While they might not always have been plausible, they followed logically.
– By the time we had solved the game in our 8th loop, we had become so efficient at our respective jobs within the game that we spent a lot of the time waiting. The drama had diminished. This could have been compensated for with a really interesting conclusion, but that never materialized.
– If a team doesn’t follow the early learning curve properly, it’s possible to burn a few time loops with silly early mistakes and ultimately render the game unsolvable later.
+ SCRAP’s team oversaw this game with an impressive level of timing and discipline. Everything occurred on time in predictable ways.
+ The actors were approachable and responsive. They kept in character regardless of whether we were being cooperative, silly or rude. (We experimented a little.)
– The story fell flat for us. There was depth in gameplay, but not in the narrative. This wasn’t initially clear, but by the time we saw the story play out for the 6th time it had become apparent. Story really matters when the same scenario keeps looping.
– The game was set in 1990, but included anachronisms from later in the decade. This seemed like a silly detail to ignore.
+ The Pop Star’s Room of Doom was exciting because it felt like the birth of what should be a whole genre of immersive entertainment. SCRAP is a fount of creativity and imagination.
Tips for Visiting
Book your hour with Real Escape Games by SCRAP’s The Pop Star’s Room of Doom, and tell them that the Room Escape Artist sent you.