“A lot of guys ignore the laugh”
Location: Urbana, IL
Date Played: March 12, 2022
Team Size: 4-10; we recommend 4-6
Duration: 60 minutes
Price: $30 per player for 4 players, $25 per player for 5+ players
Accessibility Consideration: a step up for at least 1 player
Emergency Exit Rating: [A+] No Lock
Physical Restraints: [A+] No Physical Restraints
Originally designed as a pop-up, Calling All Villains was a visually compelling experiment in escape room design.
Calling All Villains took many risks, and for the most part, they really paid off. The opening scene felt like a Burning Man-esque warehouse installation, absolutely packed with interactive art in a plethora of colors, textures, and materials. 3-4 distinct chunks of gameplay featured a wide range of puzzle and interaction styles. There was a ton to work on in each stage of the game, making this an excellent option for somewhat larger teams. The gameplay was layered and utilized the physical space in some rather creative ways.
Calling All Villains flowed well overall, but compared to CU Adventures’ other offerings, it was a bit uneven. As much as I enjoyed the majority of the set and gameplay, one intermediate space was a noticeable drop in production value and polish, though I appreciated its intended narrative function. Whereas Game Night, which also originated as a pop-up, managed to coalesce into cohesive permanent experience, more elements in Calling All Villains still felt a bit more ephemeral. I’d love to see how the highlights, aesthetic, and ambitions of this game translate into a more permanent future experience.
Some of my favorite moments at CU Adventures took place in Calling All Villains. While Game Night and Revenge of the Cabin were our overall favorites, I also highly recommend playing Calling All Villains if you have the time.Continue reading “CU Adventures in Time & Space – Calling All Villains [Review]”