Escaparium – The Wizard Four and the Rise of Lord Thulsa [Review]

Powerglove!

Location:  Montreal, Canada

Date Played: April 7, 2019

Team size: 3-7; we recommend 3-5 (best with 4)

Duration: 60 minutes

Price: $34.99 CAD per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Escaparium has an armada of interesting, unusual, and entertaining games. The Wizard Four and the Rise of Lord Thulsa was their flagship.

The second in their series of The Wizard Four games, The Rise of Lord Thulsa was a magical adventure complete with special powers and boss fights. The set was gorgeous and the effects elevated the experience.

In-game: Bottles of magical ingredients.

There were a few opportunities to repair some wear and refine the gameplay or effects, but all around, we enjoyed ourselves immensely.

This is a must-play game if you’re anywhere near Montreal. I’d highly recommend playing its predecessor The Wizard Four and the Book of Black Arts first… but if you only have time for one, then go straight for the sequel.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Scenery snobs
  • Wizards
  • Best for players with at least some experience

Why play?

  • Wizarding abilities
  • Fantastic, magical interactions
  • Strong puzzles
  • Wizard battles

Story

It had been three years since we had graduated from magic school and had saved the high wizard from Lord Thusla. Now the evil sorcerer had returned and we had to thwart him once again.

In-game: A series of tubes and lab equipment mounted to the wall.

Setting

Escaparium’s The Wizard Four sequel, The Rise of Lord Thulsa, had a set that fit with the first installment, while feeling distinctive as it took us to different iconic wizarding locations.

It looked as good, if not better, than the original, and packed in some heavier magical effects.

Gameplay

Escaparium’s The Wizard Four and the Rise of Lord Thulsa was a standard escape room with additional individual powers and a moderate level of difficulty.

Each player wore a glove that activated their special power, which would be necessary to solve certain puzzles.

Core gameplay revolved around searching, observing, making connections, and puzzling.

In-game: Magical gloves, each with the symbol of a different elemental magic on it.

Analysis

The Wizard Four and the Rise of Lord Thulsa looked great. It looked mythical, detailed, and polished. It was an exciting environment for our wizard selves to explore.

➕ The powers added an interesting mechanic to escape room gameplay. We could choose how to use them: whether to split up and solve puzzles individually or help each other use the different powers. It was fun to be the wizard controlling a unique ability. This had the added benefit of keeping everyone engaged.

➖ The gloves that activated our powers were a bit finicky. Some of the sensors were especially touchy. The gloves were also pretty worn and some wouldn’t fasten.

➕ One puzzle blossomed into something far more interesting than it had originally appeared.

➕ Another puzzle nailed its target well.

➖ One puzzle seemed to be barely a puzzle. Perhaps it was a ghost puzzle? This was not a satisfying solve and was particularly disappointing when other powers revealed such interesting dynamics.

➕ Escaparium surprised us with an unorthodox transition.

➖ We encountered a tedious search puzzle which, despite the layered approach, was still a time drain.

The Wizard Four and the Rise of Lord Thulsa included a number of other solid, layered puzzles that we really enjoyed.

➖ At times the gameflow felt uneven. Some puzzles triggered far more forward momentum than others.

➕ There was a late-game sequence that played remarkably well. At first it seemed like it might have been too complicated. Then we thought it might be too simplistic. In the end, it felt like it checked all of the boxes just right.

➕/ ➖ In the end, we found ourselves in a wizard battle. The culmination of our powers worked really well. That said, Escaparium was hampered by the limits of their tech. As cool as it was, sometimes the fight dragged. With a few changes to lighting and sound, Escaparium could create a more dramatic series of interactions that would be more emotionally engaging.

Tips For Visiting

  • There is a parking lot.
  • You need to be comfortable with stairs to play this game..
  • This game is entirely bilingual (French and English).
  • If you book both Alice and the Mad Hatter’s Mad Hat’s Hat and The Wizard Four and the Rise of Lord Thulsa, book “Alice” first and “Wizard” second.

Book your hour with Escaparium’s The Wizard Four and the Rise of Lord Thulsa , and tell them that the Room Escape Artist sent you.

Disclosure: Escaparium comped our tickets for this game.

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