ConTRAPtions Escape Rooms – Plight of the Margo Part 2 [Review]

The 3 Hour Escape Game: Part 2

Location:  Fort Collins, CO

Date Played: September 6, 2019

Team size: 4-10; we recommend 5-6

Duration: 90 minutes

Price: $38 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

In Plight of the Margo Part 2, the real challenges emerged.

At this point we knew the setting, we were immersed within the story, we understood how the ship worked, and we had learned how to play the game. It was time for some cerebral heroics.

In-game: A tall metal Antimatter drive system. It's made entirely of metal and looks imposing.

Over this second 90-minute segment, the value of depth became clear. ConTRAPtions Escape Rooms was able to explore their world and add complexity and challenge that no escape room can create in 60 minutes. It left me with the realization that the value of extended game length isn’t simply that you get more.

The magic of the 3-hour game was that it could demand far more of us as players, adventurers, teammates, and thinkers.

As I said in the reaction to Plight of the Margo Part 1, this is a must-play game for experienced players. Looking back on it, I feel like it was a gift created for me and people like me.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Scenery snobs
  • Sci-fi fans
  • Technophiles
  • Experienced players in search of a challenging game
  • Players who don’t need to be a part of every puzzle

Why play?

  • The set was unique and badass
  • Challenging puzzles
  • The tech was impressively engineered
  • The story had depth
  • It was essentially a 3-hour escape game

Story

Plight of the Margo Part 2 picked up exactly where Part 1 had left off. I won’t spoil it beyond saying the obvious: something was wrong with the Margo and we had to resolve a Star Trek-style paradox to save the day.

In-game: The steel grated floor and control systems of the ship.

Setting

The setting was identical to Plight of the Margo Part 1, except that during our break the gamemaster had added a few key props that enabled us to solve new puzzles.

In-game: A reflective wall of red hexagons.

Gameplay

ConTRAPtions Escape Rooms’ Plight of the Margo Part 2 was a standard escape room with a high level of difficulty.

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

In Part 2, we picked up exactly where we’d left at the end of Part 1. The game saved our team’s previous state. (You can play these chapters in completely different visits to ConTRAPtions Escape Rooms, but I recommend doing it in 1 session if you have the stamina.)

From this point forward, we were playing for the win.

In-game: an iris door with a mechanical automation system.

Analysis

➕ All of the positives from Part 1 still applied in Part 2. The set, puzzles, technology, effects, and atmosphere were all epic.

➖ Going into Part 2, we received a lot of pre-game instruction. It felt like the instruction was an attempt to compensate for concepts that didn’t come across clearly enough in-game.

➕ The interaction design in Part 2 was killer.

➖/➕ It was too easy to make a grave mistake within the narrative. (Luckily, there was a re-do for this and it didn’t detonate our game.) This happened because we were never entirely sure what we were doing, but in an escape room the gut instinct is to just advance and keep doing things. In escape rooms, forward momentum is always good… except in this one instance. While playing, it was difficult to truly comprehend this distinction.

❓ ConTRAPtions Escape Rooms cast us in the roles of people with years of advanced training, but we had to figure out absolutely everything about our vessel while solving the missions. This is a typical escape room narrative paradox and a hard one to overcome.

➕ The hint system was really smart. It was embedded in a computer system. It was difficult to tell the hints from the regular game prompts. This allowed our gamemaster to normalize the difficulty through hinting without making it feel like we were underperforming.

➖ The final challenge was confounding. It felt too complicated. We followed that instinct and overthought it. In the end, we solved it, but we weren’t sure that we had won. There was opportunity to tighten up this conclusion and make it feel more definitive and triumphant.

➕ The overall experience of Plight of the Margo was breathtaking. I haven’t stopped thinking about it.

Tips For Visiting

  • There is a parking lot.
  • At least 1 player needs to crawl.
  • Play both parts back to back if you can.

Book your hour with ConTRAPtions Escape Rooms’ Plight of the Margo Part 2, and tell them that the Room Escape Artist sent you.

Disclosure: ConTRAPtions Escape Rooms comped our tickets for this game.

Disclosure: Our trip to Denver was sponsored by the Denver escape room community. Contributions were anonymous.

ConTRAPtions Escape Rooms – Plight of the Margo Part 1 [Review]

The 3 Hour Escape Game: Part 1

Location:  Fort Collins, CO

Date Played: September 6, 2019

Team size: 4-10; we recommend 5-6

Duration: 90 minutes

Price: $38 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Plight of the Margo felt epic. Part of this was the length; we played it back-to-back in 2 90-minute segments. However, it was so much more than the game clock.

The puzzles and gameplay were deep, challenging, and rewarding. It felt almost like a really good puzzle hunt in that it was fun and a little stressful.

In-game: The ships helm beside and iris door.

The set was unique and beautiful. The technology was solid and craftily engineered. This was one of the geekiest games we’ve encountered and it was devoid of overt pop culture references… which meant that we weren’t breaking world to appreciate cultural callbacks.

Then there was the story, which felt inspired by Star Trek: The Next Generation. It wasn’t particularly violent or bloodthirsty. It was thoughtful and grappled with ideas and paradoxes.

I loved this game.

In my opinion, if you’re doing this right, you’re playing both segments back-to-back as one big 3-hour escape room adventure (with a short break in the middle).

For newbies, this is the kind of game that is worth training for. Build your stamina. Once you can comfortably play 3 60-minute escape games back-to-back-to-back, take on Plight of the Margo.

If you’re an experienced player, Plight of the Margo is a must-play. If you are anywhere near Fort Collins, Colorado, make the pilgrimage and test yourself against this magnificent beast.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Scenery snobs
  • Sci-fi fans
  • Technophiles
  • Experienced players in search of a challenging game
  • Players who don’t need to be a part of every puzzle

Why play?

  • The set was unique and badass
  • Challenging puzzles
  • The tech was impressively engineered
  • The story had depth
  • It was essentially a 3-hour escape game

Story

Our crew had received a distress call from the spaceship Margo. We had to identify its location, journey through the stars to find the wayward ship, and learn what had disrupted its journey.

In-game: an unusual device with glowing buttons and large tube protruding from it.

Setting

The beauty, durability, and uniqueness of Plight of the Margo was instantaneously apparent. ConTRAPtions Escape Rooms built a spaceship set unlike anything we’ve ever seen. Two things struck us about this set:

First, near as I can tell, it wasn’t really riffing off of pop-culture spaceship aesthetics… or at least any that I’m aware of. The reflective gold walls, steel grate flooring, and industrial components felt unique to this game world.

In-game: A strange mechanical device in the middle of the ship, the walls are gold and reflective.

Second, the build quality and the components used within this set seemed genuine. The game didn’t feel like an escape room or even an amusement; it felt like an industrial construction.

Everything was so solid… like it might just blast off… or if you wanted to try to break this set, it might break you instead. (Please don’t try to break anything.)

Gameplay

ConTRAPtions Escape Rooms’ Plight of the Margo Part 1 was a standard escape room with a high level of difficulty.

Core gameplay revolved around observing, making connections, and puzzling

The key difference was that instead playing to win, we were striving to achieve at least 38% completion to position ourselves for success in Plight of the Margo Part 2.

In-game: ship's helm with screens in front of it.

Analysis

➕ ConTRAPtions Escape Rooms built an impressive spaceship. This was an industrial grade set. There was no facade. It was robust enough to wear well and it might even look cooler with wear.

➕ The technology powering Plight of the Margo was as real as the set.

➕ So many of the interactions were real. Pneumatic tubes were pneumatic tubes. If our spaceship did a thing, it usually wasn’t simulated.

➕ ConTRAPtions Escape Rooms balanced the difficulty curve. The most challenging puzzles were in the middle of the games.

➖ The first puzzle was the weakest segment of Part 1. We’d been briefed on our mission, but the first puzzle was 100% escape room-y. It didn’t make sense in the world. After this, most everything else was justified by the narrative, which made this an especially confusing start. It didn’t teach us how to play the rest of the game.

➕/➖ The puzzles were challenging. Solving them tended to feel chaotic. We weren’t always entirely sure what we were doing, even as we were solving. This made for choppy flow. Atmospherically, and given the narrative, the chaos worked. We weren’t bothered by feeling a bit in over our head.

➖ We encountered some long bricks of text. This stalled forward momentum.

➕ The puzzles were challenging, interactive solves. Our favorite puzzles required us to interact with different contraptions aboard our ship.

➕/➖ There were some surprising, slick effects. Although they added a lot at the onset, they overstayed their welcome.

➕ Three words: automated iris doors.

Transition to Part 2

➕/➖ We’d never played an escape room where our progress after Part 1 was saved and we could pick up in Part 2 and continue. This was really cool. The downside in this instance was that Part 1 had no climax; it just stopped.

Come back tomorrow to learn about the exciting second chapter of this massive game.

Tips For Visiting

  • There is a parking lot.
  • At least 1 player needs to crawl.
  • Play both parts back-to back if you can.

Book your hour with ConTRAPtions Escape Rooms’ Plight of the Margo Part 1, and tell them that the Room Escape Artist sent you.

Disclosure: ConTRAPtions Escape Rooms comped our tickets for this game.

Disclosure: Our trip to Denver was sponsored by the Denver escape room community. Contributions were anonymous.