We finished with 86 sanity… which seems accurate.
Location: at home
Date Played: May – June 2018
Team size: ¯\_(ツ)_/¯; we recommend 1-2
Duration: ¯\_(ツ)_/¯
Price: $17
REA Reaction
Damn I wish I could draw like this. The incredible art in Trip 1907 made me want to study every page of the book. In addition to beautiful illustrations, Trip 1907 presented 44 puzzles, most of which solved cleanly. It wrapped the puzzles in a Lovecraftian mystery through ancient artifacts, monsters, cultists, and rituals. The thematic hint system forced us to sacrifice our sanity for assistance.
I wish I could end this review here and wholeheartedly recommend this book. It got a lot right… but I can’t.
A minority of puzzles felt imprecise or nonsensical. The thematic hint system was blind; it vacillated between helpful, cruel, and silly. This combined to beat down our confidence in the game. When we got stuck, we couldn’t be sure if we weren’t puzzling well… or if we would later learn that the puzzle was rubbish. This lack of trust sucked a lot of fun out of working through challenging puzzles.
The entirely linear nature of the book exacerbated these frustrations. When we got stuck, we couldn’t move on to anything else until we finished the puzzle.
There was a lot to love in Trip 1907; it got a lot right. However, the stuff that didn’t work well tainted the fantastic. When we finished the final puzzle we were happy, not because we felt accomplished, but because we were done.
If you’re a puzzler who’s willing to embrace all of the wonderful aspects of Trip 1907 and let its flaws be, then there’s good content and value within its pages.
Who is this for?
- Story seekers
- Puzzle lovers
- Any experience level
Why play?
- Some great puzzles
- Beautiful illustrations
- An interesting and cohesive story
Story
Trip 1907 told the Lovecraftian tale of a boathand on a freighter ship carrying a mysterious and nefarious cargo.
As the mystery expanded, so did the main character’s madness.
Setup
Trip 1907 was played with a book and an internet-connected device. (We used an iPhone exclusively.)
Similarly to Journal 29, each 2-page spread offered a puzzle/ illustration. We submitted our answer through a website.
The website also provided a fairly substantial amount of prose – not included in the book – to convey the story.
Trip 1907 had a structured hint system whereby we could trade sanity for a hint. The website kept track of our sanity. We started with 100 sanity points and could trade 4 points for a mild hint and 6 points for a heavy hint. Solving puzzles restored some sanity.
Gameplay
Trip 1907 was a puzzle-based book with a detailed narrative and a heavily variable level of difficulty.
Core gameplay revolved around observing, building connections, and puzzling.
Analysis
+ Many of the puzzles in Trip 1907 solved elegantly. If we struggled, we took a break and returned later to find a workable solution.
– Early on, the web app seemed to have intentionally hidden hyperlinks that were critical to puzzling. This may have been easier to find on desktop, but the lack of hover-states on mobile made them almost impossible to find. This made a fairly straightforward puzzle infuriating.
– Some puzzles didn’t fit together cleanly. Some of these weaker puzzles were a little obtuse; others seemed deliberately misleading.
– Midway through Trip 1907, a puzzle completely changed the rules of the book without any warning or sufficient cluing. Once the shift happened, we knew what to look for, but the change was needlessly brutal.
+ The illustrations were beautiful, even if they weren’t all that relevant to the puzzles.
+/- The story was entertaining and generally well written and compelling. The online content, however, struggled with readability. The center justification and font choice made the act of reading the story uncomfortable. It also could have been edited down by, say, 20%.
+ If we’d wanted to completely ignore the story and focus entirely on the puzzles we could have.
+ The hint system was baked into the web app, always accessible, and tied to a Lovecraftian sanity point system. Solving puzzles earned sanity; using hints burned sanity.
– When we really needed a hint, the hint system rarely provided anything helpful. We were typically caught up on some small late-puzzle detail. The hints usually pointed to concepts that we had already figured out. Additionally, because the hints were blind, and we were penalized sanity points for taking them, it was extra irritating to receive information we already knew.
– Trip 1907 required us to solve it linearly. This meant that if we got stuck on a puzzle, we couldn’t advance at all until we’d solved it. As a result, we put the book down for weeks at a time.
– Two late-game puzzles utterly shattered the mythology of the book. I might have forgiven this if the puzzles were any good, but I think they were also the two weakest puzzles in the entire book.
Tips for Playing
- Playing Trip 1907 requires a copy of the book, an internet connected device, pencil (or Frixion pens), and scissors.
- Headphones are optional.
Order your copy of Trip 1907, and tell them that the Room Escape Artist sent you.