Arguably the finest mullet that the 80s had to offer.
Location: at home
Date Played: October 2018
Team size: 2-4; we recommend 2-3
Duration: five 60-minute chapters
MacGyver: The Escape Room Game was created by the folks behind the ThinkFun games Mystery at the Stargazer’s Manor and Secret of Dr. Gravely’s Retreat. As fans of those games (particularly Stargazer’s), we were psyched to see a 5-part, licensed MacGyver escape game from the same creative team. MacGyver was a natural and an exciting character to adapt into an escape room game.
In MacGyver: The Escape Room Game, we found an uneven jumble of great ideas and missed opportunities. In this puzzle-focused game, we uncovered some wonderful puzzles and other obtuse ones that relied on unusual quirks.
There were fixable bugs in the software that prevented us from playing as we had intended. (Out of the gate, this diminished our trust in the game.)
There was a lot to enjoy, but a little more polish and a greater emphasis on the MacGyvering over purely puzzling would have made this into a must-buy.
In its current state, it’s worth playing for tabletop escape game fans, but I can’t recommend that MacGyver fans pick this up as their first exposure to escape games (tabletop or real life). I really wanted to love this one.
Who is this for?
- Puzzle lovers
- Players with at least some experience
- Value – There are 5 hour-long games in this box
- Some really creative and fun puzzles
Each chapter took MacGyver, the secret agent who is opposed to violence, on a unique mission. We had to use our problem-solving skills to hack our way through the following places:
- Underground Lab
- The Airplane
- The Factory
- Missile Silo
- The Grand Finale
MacGyver: The Escape Room Game featured the original 1985 Richard Dean Anderson version of MacGyver.
MacGyver: The Escape Room Game’s 5 chapters were standalone missions that required us to play them in sequential order. In each game we acquired items to store in our “utility bag” until we needed them for a future mission.
Each chapter followed a similar structure:
- We went to the [URL] and started the chapter.
- We received a mission file sealed with red and green stickers along with multiple sealed envelopes.
- We read the materials presented to us, solved the puzzle, and entered the solution into the website (or used the website to take a hint before solving).
- The website told tell us which sticker or envelope to unseal next.
- Repeated until finished.
- At the end of the chapter, we stored whatever item the game suggested we might need in the future in our utility bag.
MacGyver: The Escape Room Game was a typical tabletop escape room with a variable level of difficulty.
Core gameplay revolved around puzzling, interpreting the intention behind the puzzle, and figuring out how to input the solution into the website.
➕ MacGyver was a great hook. The box art was direct and eye-catching. The concept of a MacGyver escape game was natural and rational. This is the kind of intellectual property that should be adapted into escape games; it serves all involved.
➕/➖ The materials and print quality were solid. The product generally looked good… except for some hokey imagery.
➕ MacGyver: The Escape Room Game was gated fantastically. At each stage of the game, we focused our attention on a limited number of elements. Even if we couldn’t solve the puzzle, we were always confident that we were looking in the correct place.
➕/➖ The puzzles were a mixed bag. A lot of them felt great to solve and advanced the game’s narrative. Some felt too opaque, as if some of the clues that should have been discoverable in the puzzles themselves were tucked away within the hint system.
➖ As we played through all 5 missions, we encountered a lot of puzzle constructions that mirrored each other.
➖ Too often, MacGyver: The Escape Room Game opened without a proper on-ramp. Many chapters’ initial puzzles frustrated us and prevented us from building momentum and confidence in the game’s systems before cranking up the difficulty. More often than not, we struggled to get started, but had an easier time beyond that point.
❓MacGyver: The Escape Room Game took many typographic liberties that made it difficult to get the answer, even when we had the correct solution. Our feelings on this varied – by player, typographical choice, and puzzle.
➕Each chapter presented one more involved layered or logic puzzle. This helped balance the missions.
➖ We encountered many bugs in the digital hint system. The hints that were taller than one monitor length would not scroll on our Macs (it worked fine on iOS). This was an unacceptable bug… but it is solvable.
➖ Our least favorite installment was the second chapter. We almost quit after this one because of the demoralizing confluence of an early aggressive aha puzzle, janky mechanics, and software bugs. I am glad that we didn’t quit because later missions improved greatly.
➕ We enjoyed the fifth and final mission most. Some of this may have been because it put a greater emphasis on the puzzles and because by then we had a strong sense of how this game wanted to be played. That said, even the final mission had one late-game quirk that frustrated us. It ultimately justified itself (but only after I looked up a MacGyver character).
➕ I liked the continuity of the Utility Bag. It allowed the game to build on itself a little, without forcing us to backtrack through a ton of materials.
❓ I’ve seen a few episodes of MacGyver, but I’m not well versed on the show. We played a few missions with true fans and they all had the same impression: with rare exceptions, it didn’t feel like we were MacGyvering our way through the game. It felt like we were puzzling through a tabletop escape game. This is fine if you’re looking for a tabletop escape game. I’m not certain that it will scratch the itch that MacGyver fans are looking for.
Tips For Visiting
- Space Requirements: a small table or floor space
- Required Gear: An internet-connected device, preferably a phone or tablet. We ran into bugs on our laptop.
Buy your copy of Pressman’s MacGyver: The Escape Room Game, and tell them that the Room Escape Artist sent you.
Disclosure: Pressman provided a sample for review.
(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale.)
Well, it seems with tabletop games we continue down the road of “been there, done that” in terms of janky execution. I think of all the effort and money that goes into these games with the artwork, etc., etc. and it seems like beta testing is not part of the development schedule or in the budget. So many of these games are 80-90% built and fail because they are not adequately tested by players that are not the designers. At least that is how it seems. Too bad!
Computer glitches, unnecessary vagueness, puzzles that don’t belong with the story, and other “solvable” silliness is just not acceptable in these types of products if you want to have a “hit” game. Just a head scratcher to me why we see this so much.
Yeah, I’m curious what the story is here because its author’s have skills… and there is plenty of skill on display within this game.
I don’t know if its the difference between ThinkFun and Pressman as publishers… or if there were some other mitigating factors.
The hardcor MacGyver fan in me feels the need to clarify that he’s not opposed to violence — he often creates explosions or just straight up punches people in the face (or whacks them with an iron bar). He’s just opposed to guns
We are absolutely stuck on Missile Silo location map (fold and cut). At this point the map is cut and so we are past any redos. How’d you get through?