This is a review of the digital adaptation of the same game.
Style of Play: real-life escape room livestreamed and played through an avatar
Required Equipment: computer with internet connection
Recommended Team Size: 2-5
Play Time: 90 minutes
Price: €140 per team ($165)
Booking: book online for a specific time slot
You’re helping out a journalist who has read a lot about the catacombs beneath this one church. He wants to see it for himself, but locked doors hinder him. You help him out via stream, but then you figure out the demonic secrets of those catacombs.
The Secrets of Eliza’s Heart is a digital, livestreamed adaptation of an escape game created by Logic Locks in Amsterdam, The Netherlands.
Room Escape Artist has a review of The Secrets of Eliza’s Heart in its original format from June 2017. This is a review of the digital adaptation of the same game.
Style of Play: real-life escape room livestreamed through an avatar
Required Equipment: computer with internet connection, pen and paper could also be helpful
There was no inventory system other than taking notes by hand yourself, and this actually worked just fine.
Recommended Team Size: 2-4
Play Time: The game itself lasts up to 80 minutes, but they recommend you reserve up to 120 minutes for the entire experience.
Price: between €18,75 – €37,50 per person ($21 – $42)
Booking: book online for a specific time slot
One reviewer notes: Our game was generously provided at 3:00 AM Amsterdam time and our host remained and chatted with us long after the game was over. Excellent customer service.
This game consists entirely of the livestream of an in-character avatar exploring a real room on your behalf. You tell the avatar what to do, but unlike some avatar games, they have a mind of their own, so you might have to negotiate with them to accomplish what you want.
Time Crimes was the third game we’ve played from Logic Locks and the first portable game designed primarily for corporate groups that we’ve played in Europe.
Portable corporate games are a different beast from standard escape rooms. With no set, they rely exclusively on a collection of props, puzzles, and game flow. These all came together in Time Crimes. There were tons of puzzles, the props looked good, and the game generally flowed well. While Time Crimes had a lot of content, we think any teams approaching the 18 player maximum, wouldn’t get to appreciate the experience Logic Locks has created.
I’m not sure how broadly available Time Crimes will be for the general player base, but if you like puzzle- driven games, this one is worth checking out.
Who is this for?
Any experience level
Players who don’t need to be a part of every puzzle
Large volume of challenging puzzles
It comes to you
A rogue time-traveling agent had lured us into his plot to change history. It was up to our crew to jump through time and unravel his plans.
Time Crimes came in three large packages that we were instructed to spread out across different tables, with a computer projecting the remaining content. The game was overseen by an in-character gamemaster who was eager to engage with us… even when one of our teammates humorously yet aggressively pushed the boundaries of standard player/ gamemaster interaction.
The boxes contained a wide variety of props representing items acquired from different eras in the past, present, and future. These props looked good when compared with other portable escape games.
In our case, we played in a hotel meeting room, but this thing could be played anywhere that you can comfortably fit the props.
Logic Locks’ Time Crimes was a standard portable escape room with a bit of added technology and a high level of difficulty.
Core gameplay revolved around observing, making connections, and puzzling.
+ Time Crimes began with a more dramatic introduction than we’ve seen from most portable escape rooms. There was more to it than opening a trunk or two.
+ Time Crimes contained tons of puzzles. We had just about the most intense team that I could imagine and Time Crimes kept us busy far longer than anyone had expected.
+ Compared to most portable escape rooms, the puzzles in Time Crimes were more challenging.
– Some of the challenge came from detailed searching of the game items. If we missed a crucial detail, it would be impossible to solve the puzzle correctly. Sometimes we knew we were searching-failing. Other times we had no idea why a solution didn’t work.
+/- Time Crimes opened up into 3 separate puzzle tracks. Our gamemaster encouraged us to lay these out such that we wouldn’t confuse the tracks. With a large group, it would be possible – even natural, I’d think – for one player to play through one puzzle track and never see the others.
– There was a lot of content in Time Crimes, but 18 people seems like entirely too many players.
+ There was a tech-driven series of interactions in Time Crimes. This was unusual for a portable escape room. It brought the entire group together for interactions that everyone could experience together.
– It was challenging to follow the story because we spent the majority of our time with individual puzzles, most of which were thematic, but did not carry the narrative. We had to have retained enough story details as they had been presented to make meaningful decisions at the end.
+ There were some genuinely funny moments in Time Crimes. This is the kind of game where you should puzzle hard, but don’t take yourself too seriously.
+ Logic Locks took some splendid in-game photos. I don’t know if they do this for every team, but they should. It was good fun.
Tips for Playing
Time Crimes needed to be set up in a relatively large space. It worked well in a hotel meeting room, where we played it. (We wouldn’t have been able to play it comfortably in our one-bedroom apartment.)
Price: ranging from €24.83 per ticket to €49.67 per ticket depending on team size
Since we had enjoyed Logic Lock’s first game, we booked their latest creation The Catacombs without doing much research… We were surprised when we arrived at a beautiful old church and even more surprised when we descended into the church’s basement. Then we were utterly stunned by the size, detail, and quality of The Catacombs. It was epic, dark, scary, funny, and intense with a great set of puzzles that felt natural in their otherworldly space.
We spent most of Up The Game telling everyone we met to play The Catacombs. If you’re anywhere near Amsterdam, please go play The Catacombs. It’s scary, but it’s not over-the-top.
Who is this for?
Any experience level
Players who are fine with a theme that mixes religion and the supernatural
Players who are comfortable with a more intense experience
The legit setting
The solo moment
The cinematic conclusion
Something evil had awakened the in catacombs of Posthoorn Church at Haarlemmerstraat and we’d been summoned by the priest to determine what manner of wickedness had taken root beneath the church and exorcise it.
Catacombs was set in the basement beneath the Posthoorn Church at Haarlemmerstraat. While not technically catacombs, it was the next best thing. The building was beautiful and the basement was dark and creepy.
We began our adventure in an exhibit about the church. Things rapidly escalated from there.
Everything was detailed and felt like it belonged in the game’s grim world.
Logic Locks’ Catacombs mixed escape room gameplay with elements of immersive theater. It had a moderate level of difficulty.
Core gameplay revolved around searching, puzzling, and engaging.
+ Catacombs took place under a former church that was no longer operational for religious purposes. The setting added its own drama to the adventure.
+ Logic Locks worked with the constraints of their space to introduce the experience lightly and then ramp up its intensity.
+ The set looked great. As we moved through the gamespaces, they had different looks and feels, but remained part of a cohesive experience. As the narrative became more intense, so did the environment. It worked really well.
+ We met a character who helped guide our experience through Catacombs. The role was crafted to deliver hints and narrative transitions. The actress in our playthrough brought an incredible intensity to the role, which upped the excitement of the entire experience. It was impressive.
+ Our actress delivered her captivating and intense performance in her second language, which we really admire.
– The otherwise excellent acting started out too intense. Our character grabbed our attention, but we had trouble figuring out how we were supposed to relate to her. Because she started out so high, she didn’t have all that much room to escalate tension (but she did find ways to do so).
+ Catacombs used levity to temper horror, which is fairly common of horror movies as well. For players apprehensive about horror, the comedic angle softens the experience.
+ We enjoyed the puzzles in Catacombs. By combining locks with tech-driven opens, solves felt both ancient and magical.
– One puzzle was ambiguous; it was difficult to read at face value.
– Late in the game we uncovered a journal. It supported multiple puzzles that ran in parallel, across different spaces, and different levels of light. This became a bottleneck.
+ There was a well-designed solo moment with consequences.
+/- Catacombs built to a conclusion that arrived unexpectedly, in an unorthodox manner. For players used to traditional escape rooms, know that Logic Locks used the actor to control the experience and you cannot simply input your way to victory. Go in prepared for this so as not to be frustrated searching for something you won’t find. When the actor is present, give them all of your attention.
+ The culminating scene delivered a dramatic ending. It made us the stars of our own saga. Logic Locks has designed two conclusions; win or lose, the adventure would build to an epic finale.
Tips for Visiting
Catacombs is a long walk or quick taxi/ Uber from the city center.
Note that Catacombs is in a different location from Eliza’s Heart.
At least one player needs to be able to crawl through a tight space.
At least one player needs to be comfortable alone in a tight, enclosed space.