PanIQ Room – Jailbreak [Review]

Hard time.

Location: New York, New York

Date Played: January 7, 2019

Team size: 2-7; we recommend 4

Duration: 60 minutes

Price: $28 per player

Ticketing: Private

Emergency Exit Rating: [B] Emergency Key

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Split-team and puzzle-focused, PanIQ Room’s Jailbreak was an old-school prison-break game. A few flow jolting moments notwithstanding, it was a clever, traditional, puzzle-focused escape room with plenty to enjoy.

Regardless of experience level, there’s something to enjoy in Jailbreak. If you’re an experienced player, this game won’t show you anything novel.

In-game: A bunk bed in a concrete prison cell.

Who is this for?

  • Puzzle lovers
  • Any experience level

Why play?

  • Designed around collaboration
  • Tangible puzzles

Story

Wrongfully accused and on death row, we had an hour to escape our cells before the warden and his guards showed up to escort us to a tragic end.

In-game: a metal toilet.

Setting

Jailbreak was a split-start prison game where we began split between two prison cells. The set itself was a drab, grey, concrete and metal jail.

The set was fairly small and didn’t have a ton of detail, but it certainly looked the part.

In-game: A cross hanging on a concrete wall.

Gameplay

PanIQ Room’s Jailbreak was a standard split-team escape room with a moderate level of difficulty.

Core gameplay revolved around searching, communicating, and puzzling.

In-game: flip flops on the floor beside a bench.

Analysis

➕ Jailbreak offered a lot of physically interactive puzzles. We liked the tangible nature of these solves. They were fun and satisfying.

➕ Jailbreak rewarded communication and collaboration. PanIQ Room even included a prop to help facilitate this. Many solves felt like a team victory.

➖ One cell was arranged such that the majority of the early gameplay was obscured by a tangible process puzzle that was accessible from the opening moments of play. By choosing to not interrupt this solve, we lost a lot of early momentum. With a tweak to the room’s layout, this cell would offer a lot more intrigue.

In-game: Close up of the steel bars and keyway on the cell door.

➖ Because one group was freed before the other, the later potion of this game could easily become uneven, with only half the group getting the opportunity to solve some of the more exciting puzzles. The addition of gating so as to more quickly free both cells of players would even out the experience.

➕/➖ Although the puzzles were fun, they didn’t make sense in the narrative. It felt like an escape room set in jail rather than a clandestine jailbreak.

➖ There was wear on a few props. One in particular showed its true colors too soon. With a bit of maintenance, this one would be safer from inconsiderate hulk-like players and more exciting for all teams.

➕ The setting worked well. It was minimal, but jail is minimal. The music created the right ambiance. The staging supported the gameplay.

Tips For Visiting

  • There is street parking in this neighborhood.
  • If you’re coming by subway, take the B/D to Grand St, the F to Delancey, or the J/Z to Bowery.
  • We recommend Vanessa’s Dumpling House for a quick meal or Lena for wine and tapas.

Book your hour with PanIQ Room’s Jailbreak, and tell them that the Room Escape Artist sent you.

Book Jailbreak

Disclosure: PanIQ Room comped our tickets for this game.

Last Minute Escape – Jewel Heist [Review]

Wait… wait… wait… Go! Wait… wait… wait… Go! Wait…

Location:  Morristown, NJ

Date Played: October 29, 2018

Team size: 2-8; we recommend 5-7

Duration: 60 minutes

Price: $30.50 per player on weekends, $100 for teams of up to 4 (plus $20.50 for each additional person) on weekdays

Ticketing: Public

REA Reaction

In Last Minute Escape’s Jewel Heist, the heist was far from the focus of the experience. The escape room was staged around travel to and from the heist location.

This staging added a new dynamic to the escape room: a layer of timing and communication challenge that substantially increased the difficulty of this puzzle-focused game. Unfortunately, it also added down time, disbelief, and a nagging feeling of missing out. Although Last Minute Escape introduced a fantastic concept, the execution could use a little more refinement. A tough, creative challenge is good, but not at the expense of fun and flow.

If you’re in northern New Jersey, play escape rooms for the puzzles, and are interested in another layer of challenge, we recommend Jewel Heist.

In-game: The Last Minute Express train.

Who is this for?

  • Puzzle lovers
  • Players seeking challenge from different types of game mechanics
  • Best for players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • Inventive game mechanic
  • Interesting puzzles

Story

As jewel thieves blackmailed into one last job, we had traveled to Antwerp, Belgium to steal a world-renowned diamond from its appraiser. We needed to get to the jewelry store, break in, steal the diamond, and make our exit.

In-game: a jewlery case featuring a large diamond labeled, "Family Diamond - Not for sale -'

Setting

We began our heist in a train station. It had a platform, lockers, a ticket machine, and a phone booth. From there, we traveled by train to a simple, small-town jewelry shop with bright lighting, a security system, and jewels in a glass case.

The set design was uneven. Portions of the space – like the train – looked compelling; other sections required more… imagination. 

In-game: a ticket booth with a mannequin wearing a conductor's uniform.

Gameplay

Last Minute Escape’s Jewel Heist was a standard escape room with a high level of difficulty.

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

The high level of difficulty came from navigating the game’s train travel mechanic, which time-gated travel between the two main areas of the game. Moving from one end of the game to the other required waiting for a few minutes. This profoundly changed the gameplay experience. 

In-game: A beautiful old telephone booth.

Analysis

➕ Last Minute Escape introduced a novel timing and communication challenge in Jewel Heist. We commend the concept, which forced split-team gameplay and added new a dynamic to a timed puzzle game. This was a clever concept.

➖ In practice, this game mechanic created a ton of downtime in an hour-long timed-game. We spent far too much time waiting to play.

➕ Jewel Heist started us well before we were in position to steal the gem. This staging added intrigue, adventure, and some brilliant and unexpected moments. We especially enjoyed the train-station-inspired interactions.

➖ Last Minute Escape didn’t build any onramp to Jewel Heist. It presented a challenging puzzle series in the opening moments. It was a good puzzle, but a harsh opener. We expect that this puzzle flow will add frustration for many teams before they even get to the main event.

➕ We enjoyed the heist-inspired moments of breaking in and the interactions necessary to facilitate this.

➖While it had its moments, for the majority of the hour, Jewel Heist didn’t feel like a heist. It felt like an escape room. Last Minute Escape went out of their way to set up a scenario that included getting to the heist, but as the game played out, it became impossible to suspend our disbelief… which isn’t terrible… but this Last Minute Escape was clearly striving for more. 

Jewel Heist was studded with clever puzzles that incorporated interactive props and sucked up our attention, in a good way.

➖ The execution was messy and at times misleading. Imprecise execution created unnecessary frustration for otherwise fun and inventive concepts.

➖ Throughout Jewel Heist, I always felt like I was missing out. I was waiting while my teammates experienced something fun without me. Sometimes this was true, and sometimes it wasn’t, but regardless, the feeling nagged at me for the entire hour.

Tips For Visiting

  • There is a parking lot.
  • We recommend The Morristown Diner for a bite to eat, even late on weeknights.

Book your hour with Last Minute Escape’s Jewel Heist, and tell them that the Room Escape Artist sent you.

Disclosure: Last Minute Escape provided media discounted tickets for this game.

Mystery Escape Room – Cthulhu’s Library of Horrors [Review]

Cthulhu waits dreaming.

Location: Salt Lake City, UT

Date Played: January 8, 2018

Team size: up to 12; we recommend 3-5

Duration: 60 minutes

Price: $29.95 per ticket

REA Reaction

The writings of H.P. Lovecraft are filled with curious and adventurous minds driven to madness. Cthulhu’s Library of Horrors replicated that. Its design was highly ambitious but bumpy execution and lighting problems kept some great ideas from reaching their potential.

Who is this for?

  • Adventure seekers
  • H.P. Lovecraft fans
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • Because Cthulhu calls
  • Dramatic moments
  • The gamemaster

Story

The Old Ones, the horrors born of H.P. Lovecraft’s mind, slumbered dreaming of their ascendance. We had to puzzle through the madness and lore to prevent them from rising and destroying all.

In-game: A skull on a strange table with a book covered in protruding eyeballs behind it.

Setting

We found ourselves in a sporadically lit library amidst skulls and the lore of H.P. Lovecraft.

The set design was uneven. Some of it looked great; other portions were uninspiring.

In-game: a dimly lit bookshelf with a skull and books resting on it.

While there were moments of intensity, this was not a scary escape room.

Gameplay

Cthulhu’s Library of Horrors was a standard escape room with a bit of searching and a heavier emphasis on puzzling and interpreting lore. We struggled to navigate the gamespace without blocking another teammate’s light.

Much like Dracula’s Castle, our in-character gamemaster introduced and vocally oversaw our game… and, oh my, was he a character.

In-game: An old grandfather clock beside a book shelf.

Standouts

Mystery Escape Room opened Cthulhu’s Library of Horrors with an engaging and hilarious introduction. It added excitement to the adventure ahead.

Our gamemaster was a character in our experience. Although offstage for the duration of the game clock, his verbal interactions were helpful and amusing. He was an integral part of Cthulhu’s Library of Horrors.

Cthulhu’s Library of Horrors included an unusual and entertaining Lovecraft lore manual.

The most thematic puzzle had us accept the madness of Lovecraftian lore and unexpectedly triggered an effect.

I’d been waiting for a Cthulu-themed escape room for a long time now. Mystery Escape Room delivered. I was happy that I got to play it.

Shortcomings

In attempting to stay true to the lore, Cthulhu’s Library of Horrors didn’t deliver the intensity that Cthulhu demanded.

The dark gamespace quickly became the most prominent puzzle. We were always in each other’s light… which kind of drove us insane.

There was a lot of reading material, and not within the library books. This was especially frustrating given the lack of lighting.

While Mystery Escape Room built some interesting tech-driven opens, we saw them coming a mile away. To enhance their dramatic effect, we recommend hiding wires and concealing the technology.

We bypassed the final puzzle through a combination of observation and knowledge of Cthulhu lore. We recommend Mystery Escape Room modify the puzzle flow such that teams cannot miss the climax of the adventure.

Tips for Visiting

  • Mystery Escape Room is located in The Gateway. There are plenty of restaurant options in the complex.
  • There’s a paid parking garage in The Gateway complex.
  • At least one or two players will need to crawl a short distance.
  • Mind your gamemaster for hints and entertainment.

Book your hour with Mystery Escape Room’s Cthulhu’s Library of Horrors, and tell them that the Room Escape Artist sent you.

Disclosure: Mystery Escape Room comped our tickets for this game.

 

Mystery Escape Room – Dracula’s Castle [Review]

Sanguine.

Location: Salt Lake City, UT

Date Played: January 8, 2018

Team size: up to 12; we recommend 4-5

Duration: 60 minutes

Price: $29.95 per ticket

REA Reaction

Dracula’s Castle was a search-and-puzzle escape room with a narrative twist: from introduction to conclusion, our gamemaster was an off-stage character in our experience. Mystery Escape Room had some shaky execution, but their inventive and humorous game delivery was impressive.

Who is this for?

  • Adventure seekers
  • Puzzle lovers
  • Dracula fans
  • Any experience level
  • Players who don’t need to be a part of every puzzle

Why play?

  • The puzzles
  • Dramatic moments
  • The gamemaster

Story

Who knew Abraham Van Helsing wasn’t a closer? He thought he had slain Count Dracula, but the legendary vampire continued to draw blood. We were asked to invade Dracula’s castle under cover of sunlight to finish what Van Helsing couldn’t.

In-game: A vase sitting in a glowing stained glass window.

Setting

Dracula’s Castle was dimly lit and lined with stone walls. Most of the light entered from a couple of stained glass window and our lanterns. Count Dracula’s coffin rested in the middle of the space.

In-game: a black stone wall and armoire in the background.

Gameplay

Dracula’s Castle had a standard search-and-puzzle escape room structure with an emphasis on narrative and magical happenings.

All of the gameplay was overseen by our incredibly attentive and hilarious in-character but out-of-room gamemaster. He remained a regular audible presence throughout the experience.

In-game: a large, ornate, silver lever lock.

Standouts

Our introduction to Dracula’s Castle was phenomenal. It was informative, engaging, and humorous.

Our gamemaster was a character in our experience. Although offstage for the duration of the game clock, his verbal interactions were helpful and amusing. He was an integral part of Dracula’s Castle.

The puzzles flowed well.

The dark set was appropriately ominous and felt castle-y.

The conclusion balanced intensity and humor. It worked well.

Shortcomings

The set was too dark. The perpetually inadequate lighting turned otherwise fun puzzles frustrating.

When we solved a puzzle, we couldn’t always find the resulting open. Especially given the darkness, Mystery Escape Room could build more feedback into tech-driven opens, in the form of lighting, sound, or movement.

We had to stop and read a lot. We would have preferred more variety in clue structure and more clueing born of the environment.

One involved puzzle overstayed its welcome.

Tips for Visiting

  • Mystery Escape Room is located in The Gateway. There are a few restaurant options in the complex.
  • There is a paid parking garage in The Gateway complex.
  • Mind your gamemaster for both help and amusement.

Book your hour with Mystery Escape Room’s Dracula’s Castle, and tell them that the Room Escape Artist sent you.

Disclosure: Mystery Escape Room comped our tickets for this game.

Time Run – The Celestial Chain [Review]

Time crunch.

Location: London, United Kingdom

Date played: October 25, 2017

Team size: 3-6; we recommend 4

Duration: 60 minutes

Price: £33 – £42 per ticket depending upon timing

Story & setting

The vengeful goddess Nemesis broke free from the Celestial Chain. Could we travel through time and gather all of the components needed to bind her once again before she unleashed her retribution on the world?

In-game: An intricate and aged tomb or temple.
This is really what the game looks like.

The Celestial Chain was split into segments. Each segment was set in a different time and place within history. In each segment, we could earn up to 5 resources. We needed to gain at least 1 resource from each era in order to bind Nemesis. Earning at least 3 from each granted us access to the top win condition. Anything beyond 3 was essentially bonus plunder.

Additionally, each segment had its own game clock. The Celestial Chain was more like 5 Wits for adults than a traditional escape room. As a result of this structure, multiple teams were playing different segments of The Celestial Chain at the same time. We could not hang back in an era once that segment’s game clock expired.

As with Time Run’s first game, The Lance of Longinus, the sets were among the finest that I’ve encountered. The Celestial Chain spanned many different periods and places and each looked and felt distinctive. Furthermore, the beautiful sets felt lived in.

Puzzles

Time Run built unique sets with puzzles that tied to each room/ time period. Every era in The Celestial Chain had a cohesive and related set of puzzles. They had established this design with The Lance of Longinus.

In-game: A concrete Soviet bunker with concrete walls, a PA system, and a photo of Stalin hanging on the wall.

In The Celestial Chain, however, the individual set game clock created a continual time crunch not felt in their other game.

Standouts

The first room was an especially smart on-ramp for the game. It had a fantastic core mechanism that really lifted the experience.

The Celestial Chain’s sets were amazing. The variety of spaces that Time Run created was dumbfounding. In nearly any other company, this one game would have been 4 or 5 separate escape rooms.

The varied yet cohesive puzzles were entertaining and felt at home in each segment of The Celestial Chain.

The pacing was intense. When we gained access to a new area/ era, I wanted to dash into it.

I knocked The Lance of Longinus for not having a climax. Oh my, did Time Run go the other direction in The Celestial Chain. The final moments were memorable and impressive.

A lushly decorated office filled with artifacts.
This is the lobby for The Celestial Chain. The lobby!

I mentioned this in the last review, but it bears repeating: Time Run built a whole world to explore. The entire facility – front door, lobby, gamemasters, and both games – were all part of a beautiful Time-Run-verse.

The Celestial Chain concluded with us receiving a detailed score and assessment of our team’s ability and style of play. This was as funny as it was accurate.

Shortcomings

Time was a precious and limited resource in The Celestial Chain, even more so than in most escape rooms. The constantly resetting game clock drove the pace. Not all challenges were equally fun and we would have rather apportioned our time differently, but we didn’t have that luxury. Additionally, it was kind of heartbreaking to have to leave a challenge seconds away from completion.

In The Lance of Longinus, Time Run instituted a standard aesthetic for time travel. This was essentially abandoned in The Celestial Chain (probably for spatial reasons). Consequently, the transitions from era to era were a little harsh. It was a small detail, but I missed walking through portals.

While especially cool, the conclusion was a little chaotic. We nearly missed some key details. We’d also earned more components than we needed, which added some confusion. (As Ikea will teach you, extra parts are always a bit confusing.) When all was said and done, we collectively felt like we had failed. It turned out that we had achieved one of the highest scores ever, but in the moment that was undermined by our confusion. We got over it.

Should I play Time Run’s The Celestial Chain?

Yes, you absolutely should play The Celestial Chain, but only if you’ve already played The Lance of Longinus. Time Run has a particular style and approach. You will enjoy The Celestial Chain so much more if you learn the ropes in their more relaxed first game.

From set, to puzzles, to facility, Time Run is comfortably sitting among the best in the business. The Celestial Chain was their sophomore game and it pushed a lot of boundaries. Some of those boundaries cracked a little, but none of them broke. The pacing, intensity, and beauty of this game was remarkable.

In-game: a large and mysterious metal vessel. It could be a submarine or a space ship.
Look at all of the details. Just look at them.

The Celestial Chain can be enjoyed by players of most experience levels. We dissuade true newbies from booking it; this game will be hell if you are clueless. It operates under the assumption that you have at least a basic idea of what goes on in an escape game.

Depending upon your skill level, you’ll have to adjust your expectations. If you’re moderately experienced, shoot for 3 resources per era. Trust me when I say that 3 per era is par… and quite a good performance.

The Celestial Chain is one of those rare games that will make even the most experienced of escape room players scramble. Don’t go in cocky. No team has earned a perfect score in The Celestial Chain. We came pretty close, but fell short. Remember than any resources gained beyond 3 of a kind are for vanity and not needed in the finale. We were told this by our gamemaster and forgot it in the heat of the moment.

Enjoy the world that has been created within this facility. The Time Run world is so fleshed out that it could be made into a novel, movie or television series. I think that it would be a hit.

If you haven’t already, go play Time Run’s games. They will be open through the end of the year and maybe into 2018… but eventually their building will be leveled and turned into housing. It’s only a matter of time, so run and visit them while you still can.

Book your hour with Time Run’s The Celestial Chain, and tell them that the Room Escape Artist sent you.

Full disclosure: Time Run comped our tickets for this game.

Images via Time Run.

Time Run – The Lance of Longinus [Review]

94% infallible.

Location: London, United Kingdom

Date played: October 25, 2017

Team size: 3-6; we recommend 3-4

Duration: 60 minutes

Price: £33 – £42 per ticket depending upon timing

Story & setting

Inventor and adventurer Luna Fox created a time machine and uses it to yank powerful and mystical artifacts away from those who would use them to distort history. While Ms. Fox was off on one of her missions, her steampunk robot Babbage summoned us to complete a quest of our own: acquire the Lance of Longinus before its legendary messiah-killing powers could be used in the service of evil.

A massive circular door with an elaborate hourglass engraved. The right side reads, "The Laboratory."
Literally Time Run’s front door.

Time Run’s experience ran from their massive front door through the escape room’s conclusion. We were greeted by an actor in a beautiful set, introduced to the lore of Time Run, and then seamlessly sent off upon our journey through time.

A steampunk office with a map of England and a massive collection of metal and wooden parts.
Time Run’s lobby was more detailed and aesthetically pleasing than most escape rooms.

The Lance of Longinus spanned multiple time periods. Each new period involved a completely different set, feeling, and experience. The various settings were all magnificently executed; they stood in stark contrast to one another.

Puzzles

Each time period within The Lance of Longinus had a completely different feel and style of puzzling that fit with the era.

Throughout the escape room, the puzzles felt tangible and chunky. The props and puzzles were large and part of the environment. Solutions involved physical action. This design connected the entire experience.

Standouts

Damn near everything within The Lance of Longinus as well as Time Run’s facility looked and felt perfect. When we entered their grounds, we entered their world.

In-game: An ornate Greek tomb filled with statues of gods.
This was just one room of The Lance of Longinus.

The puzzles and challenges were inspired by each time period. Every segment felt like its own individual escape room. In fact, with a few more puzzles, any one of those segments could have stood on its own as a complete escape room.

There was a series of puzzles involving many large components and an even larger gamespace. The scale gave this whole run of challenges a gravity that I’ve rarely felt in an escape room.

An illustration of steampunk robot Babbage and inventor / adventurer Luna Fox.
Babbage & Luna Fox

The audio and video portrayal of Luna Fox and Babbage sent them though time with us, while keeping us consistently within the experience.

The actors that we encountered before and after the escape room were fantastic.

Hints were timely, useful, and well embedded. Babbage delivered them.

At the conclusion of the game, we received a card assessing how we had played. It was funny… and accurate. It was clear that someone had watched us intently.

Shortcomings

The climax of The Lance of Longinus was not particularly thrilling, when compared to the journey we took to arrive at it.

For anyone with a short attention span, the volume of introductory content would likely be a bit much. I found it entertaining, but there was a lot of it. Then there was a little more.

While absolutely not a shortcoming, there was a minor cultural difference that Americans might want to keep in mind. This caused a significant slowdown for us:

Very minor spoiler

Europeans write dates as DD/MM/YY. We knew this, but didn’t think about it at the time.

[collapse]

Should I play Time Run’s The Lance of Longinus?

Yes… if you’re in London, you should visit Time Run.

Everything in Time Run was consistent, interrelated, and part of a larger story. The front door, lobby, hallways, gamemasters, and both of the escape rooms (review of The Celestial Chain coming soon) were part of a larger time-jumping, artifact-nabbing world. It was impressive and delightful.

Plus, if you’re a tourist visiting London, I cannot think of anything more authentically British than Time Run’s premise: “We’ve invented a time machine and we’d like you to plunder ancient artifacts. It’s for everyone’s own good that we hold onto these things.”

Time Run operates its games through a private booking system. You need a minimum of 3 players to attempt The Lance of Longinus.

If you’re a newbie, The Lance of Longinus will be a steep but doable challenge. This was, without a doubt, the more approachable escape room at Time Run. That being said, I strongly encourage you to play another escape room or two before attempting Time Run. You will be so much happier playing The Lance of Longinus with a basic understanding of escape room gameplay.

Experienced players will find a lively, ever-changing, and beautifully constructed world of actors, puzzles, and set design all loaded with nuance and detail that will stick with you long after you’ve returned to the present day.

Book your hour with Time Run’s The Lance of Longinus, and tell them that the Room Escape Artist sent you.

All images via Time Run.

Full disclosure: Time Run comped our tickets for this game.

Riddle Room – Captain’s Curse [Review]

Pillaging, puzzling, and a puppy.

Location: East Greenwich, Rhode Island

Date played: July 15, 2017

Team size: up to 10; we recommend 3-4

Duration: 60 minutes

Price: $29 per ticket

Story & setting

Captured by pirates who were in the midst of casting a curse upon humanity, we had to free ourselves and save the world.

In game: Behind a jail gate, a dog with keys in his mouth sits beside a cannon.
Points for the Pirates of the Caribbean (ride) reference.

Captain’s Curse was an office space filled with pirate-y props. The set was cute and hardly immersive.

Puzzles

Captain’s Curse was built around search and discovery. There were lots of little bits and pieces to collect. It heavily rewarded those with a keen eye.

Standouts

Throughout Captain’s Curse we uncovered historical information about various famed pirates. Most of this came in short bits and any instances of longer prose never became arduous. Captain’s Curse communicated a lot of information without slowing the pace of gameplay. In fact, two of our teammates left wanting to learn more about Ching Shih, a remarkably badass Chinese pirate queen.

We enjoyed the adorable staging depicted above. Who can say no to that cute cuddly face?

Riddle Room chose mostly old-timey boxes and locks that seemed to belong well enough on a pirate ship.

Shortcomings

Captain’s Curse contained a lot of itty bitty props and relied heavily on finding over solving. We were continually unlocking every little thing we uncovered.

The set design did not do a great job of conveying a plot or even a feeling. It was a vaguely pirate-esque office.

Riddle Room’s reliance on search collided with lighting issues and prop selection. Everything combined to deliver some tedious search work.

Much of the action in Captain’s Curse felt repetitive rather than layered. The repetition lead to an emotionally level game with few moments of intensity or deeper satisfaction.

Should I play Riddle Room’s Captain’s Curse?

Captain’s Curse was a solid execution of an older style of escape room: there was a lot to poke through and uncover, but it was not all scavenging… It ultimately led to some puzzles. Riddle Room had a few truly fun and interesting ideas here and then filled in the gaps with what have become escape room standards.

Newer players will likely enjoy Captain’s Curse. Much of what’s old hat to us will be new and fun. It would also be a great room for families, as an educational and not-at-all-scary pirate ship with plenty for children to uncover.

For more experienced players, if you find yourself in the area and want some light puzzling, step aboard, but don’t sail too far out of your way to plunder this game.

Book your hour with Riddle Room – Captain’s Curse, and tell them that the Room Escape Artist sent you.

Full disclosure: Riddle Room provided media discounted tickets for this game.

Liberty Escape Rooms – Revolution [Review]

When in the Course of human events…

Location: Philadelphia, Pennsylvania

Date played: June 25, 2017

Team size: 2-8; we recommend 3-5

Duration: 60 minutes

Price: $33 per ticket

Story & setting

In the winter of 1777, we embarked on a secret mission to thwart General Howe, Commander-in-Chief of British forces in the American Colonies. His men were dangerously close to stealing the Liberty Bell, a prominent symbol of rebellion against Britain. He planned to capture the Bell and melt it into bullets to break the rebels’ morale.

General Howe’s office was built in an actual historic building that was owned by one of the founding fathers of the United States.

In-game: Closeup of a handwritten letter with a quill pen and ink. A red British officer's jacket hangs on the wall in the distance.

Puzzles

In addition to some more standard escape room interactions, Revolution largely featured encoding and enciphering techniques from the latter half of the 1700s. While not 100% historically accurate, Liberty Escape Rooms was clearly committed to historical puzzling and it worked.

Standouts

I normally find office settings stale, but the historical spin changed that. Revolution hid interactions that turned what should have been a mundane gamespace into an exciting one.

In game: A regal red wooden rocking chair beside a painting of King George III.
My deciphering throne.

Liberty Escape Rooms did their homework and used history to create a compelling room escape. Furthermore, they knew where they had deviated from historical accuracy for the sake of game design, and even went so far as to explain this to us in the post-game debrief.

There were a lot of great moments in Revolution that are going to stick with me.

Shortcomings

One critical interaction felt metaphorically forced. As a result, it seemed like many teams, ours included, may have physically forced it a little too much. This one interaction was beat up and should probably be rethought.

I would have appreciated a little more layered complexity in some of the puzzles. Many of Revolution’s puzzles would have benefitted from having an extra step after completing a decipherment.

Should I play Liberty Escape Rooms’ Revolution?

I have a degree in early American history and a passion for the history of cryptography. I was nervous going into this escape room because I thought that my outside knowledge would sour the experience. I was dead wrong; it made a great escape room even better.

Regardless of your experience level, I wholeheartedly recommend Revolution. It’s approachable, interesting, well-constructed, and filled with beautiful, authentic props and good surprises.

Book your hour with Liberty Escape Rooms’ Revolution, and tell them that the Room Escape Artist sent you.

Full disclosure: Liberty Escape Rooms comped our tickets for this game.

Komnata Quest – Limitless [Review]

Limitless placed one big limitation on us.

Location: Brooklyn, New York

Date played: June 19, 2017

Team size: 2

Duration: 45 minutes

Price: $50 per ticket on evenings and weekends, $40 per ticket on weekdays

Story & setting

We explored a long-shuttered lab that had spent decades researching the limitations of the human brain. Now, locked in separate compartments of this abandoned research space, we had to work together to uncover its secrets.

In-game: A completely black image with nothing visible.
Actual game photo.

Limitless was a game for 2 players set in complete darkness. With the exception of the cameras, there was nothing to see. We had to explore the set and solve the puzzles using our other senses.

Puzzles

Limitless was built around darkness and separation. Every puzzle involved observing our respective environments, communicating, and collaboratively reasoning through our options.

Standouts

Komnata Quest used the darkness of Limitless to mess with our senses. In absence of sight, some simple interactions became perception-bending puzzles.

Similarly, the cooperative element was persistent and generally put to good use.

Shortcomings

There was some finicky tech.

We got stuck due to a missed observation and it was very difficult for the gamemaster to hint us back on track.

The story was a little hard to follow. Post-game, I only kind of understand it.

Should I play Komnata Quest’s Limitless?

Limitless was a lot like Komnata Quest’s Boxed Up, but more fun and less extreme. Both are games of courage, darkness, and collaboration between a pair of teammates.

I do not recommend that newbies play Limitless, as it would likely prove frustrating and incomprehensible to blindly sense through an escape room without really understanding the nature of these types of games.

For experienced players, I encourage you to give Limitless a try if you:

  • Aren’t afraid of the dark.
  • Have a teammate whom you trust and collaborate well with
  • Aren’t going to miss the $50 it costs on evenings and weekends ($40 on weekdays)

Don’t drag just anyone to Limitless; if one partner shuts down, the team shuts down.

As far as the value for admission is concerned, Limitless essentially costs $100 per pair to play. I don’t necessarily think that it’s worth it for every player out there. That’s a lot of money and there are a lot of great games with exciting environments that cost far less… You don’t even have to leave Komnata Quest’s building to find some of them. The choice to play Limitless is a value judgment.

One last note: Limitless is played without shoes, so wear socks… and unless you want to go barefoot through one of the puzzles, I’d encourage you to wear the lightest colored socks you own. If you want to find out why, you’ll just have to play Limitless.

Book your hour with Komnata Quest’s Limitless, and tell them that the Room Escape Artist sent you.

Full disclosure: Komnata Quest provided media discounted tickets for this game.

 

Komnata Quest – Heir To The Throne [Review]

When you play a game of thrones you win or you run out of time and mope.

Location: Brooklyn, New York

Date played: June 19, 2017

Team size: 2-6; we recommend 3-4

Duration: 60 minutes

Price: $38 per ticket on evenings and weekends, $28 per ticket on weekdays

Story & setting

Our great house had fallen to invaders and we found ourselves chained up in our own dungeon. We had to escape… and set things right.

In-game: A metal and brick dungeon wall.

Designed in clear homage to Game of Thrones, parts of Heir To The Throne pulled directly on George RR Martin’s fantasy world and most of it alluded to the source material. Komnata Quest sent us on a journey through a surprisingly expansive and generally compelling castle dungeon adventure.

Puzzles

As with many of Komnata Quest’s escape rooms, Heir To The Throne was an adventure experience. It was, however, decidedly more puzzley than most of their escape rooms.

The puzzles required more physicality than those in most escape rooms.

Standouts

The large set just kept going. We’ve gotten out of a lot of Komnata Quest’s room escapes pretty quickly and this one had three moments when we thought we were finished.

While some segments looked better than others, the set generally looked good, and some portions looked fantastic.

There were plenty of fun and unexpected interactions.

Shortcomings

For a portion of the game, our team was chained together. The restraints were cumbersome and uncomfortable with no safety releases. The mechanism that was used to release the restraints was equal parts interesting and cheesey… which is a strange statement that you’ll only understand after experiencing it.

Heir To The Throne had some questionable props and interactions from a safety standpoint.

I was expecting a more dramatic climax to the narrative.

Should I play Komnata Quest’s Heir To The Throne?

Komnata Quest lives on the edge and Heir To The Throne is a prime example of their style of game design. It was an intense, unusual, adventure that was at times uncomfortable and a little unsafe.

If you struggle with mobility or do not feel comfortable being restrained, then you should skip Heir To The Throne.

If you’re a newbie or experienced escape room player looking to feel like you’re escaping from the dungeon of Winterfell, you’re probably going to have a pretty good time.

Not every decision made in Heir To The Throne was 100% sound, but that’s life in Westeros.

Book your hour with Komnata Quest’s Heir To The Throne, and tell them that the Room Escape Artist sent you.

Full disclosure: Komnata Quest provided media discounted tickets for this game.