Location: San Francisco, CA
Date Played: August 20, 2018
Team size: 4-8; we recommend 5-7
Duration: 100 minutes
Price: $410 per team
Palace Games succeeded in blurring the lines between real life and video game.
The Edison Escape Room was a brilliant display of technology in escape room design. The detailed set was phenomenal. The gameplay ranged from well-executed standard puzzles to wholly unorthodox challenges in the physical environment, all of which leaned into teamwork. Palace Games stitched these elements together with technology that brightened each element individually and energized the interconnected experience. The Edison Escape Room was as impressive as it was fun.
This escape room was a commitment. At 100 minutes there might have even have been too many challenges. A few too many of these felt like the final puzzle leading to an unnecessary anticlimax. Palace Games packed a lot of different twists into The Edison Room.
Palace Games’ latest creation is a wonder of the escape room world.
It is worth traveling a distance to visit The Edison Escape Room.
Who is this for?
- Adventure seekers
- Puzzle lovers
- Scenery snobs
- Technology fans
- Players with at least some experience
- Brilliant puzzles
- Radiant set design
- Dramatic reveals
- Unusual teamwork mechanics
- The room reacts to the players
- Incredible feat of technology in escape room design
Thomas Edison had maintained a secret study in the Palace of Fine Arts during the Panama–Pacific International Exposition, the World’s Fair held in San Francisco, California, in 1915. When the Palace Games team unearthed a telegram confirming the existence of this study, they did indeed uncover the space.
This study hid a secret: Since Edison had deemed his children unsuitable heirs to his businesses, he had crafted a series of challenges into his study in an attempt to find an acceptable heir. If we could solve all his challenges, we could earn the right to lead Edison’s businesses.
Edison maintained a small wallpapered study with a wooden desk, phonograph, and some wall hangings. A display of lightbulbs featured prominently on one wall. It was cozy and welcoming.
This classic study was a facade. The more exciting and dramatic elements of his challenges were yet to come, if we were bright enough to enter his lab.
Palace Games’ The Edison Escape Room began as a standard escape room and evolved to deliver highly interactive atypical sequences.
The Edison Escape Room offered a high level of difficulty. This difficultly, however, was adaptive. If a team wasn’t up to the level of challenge, the room would adjust to the give the players a better experience.
Core gameplay revolved around searching, observing, making connections, puzzling, and working together.
+ The Edison Escape Room delivered phenomenal reveals. It was exciting, dramatic, and invigorating.
+ The set was delightful. There was always more to take in. A close look illuminated disguised jokes and puns. I spent a few minutes puzzling through these humorous tidbits that were entirely irrelevant to the larger puzzle game. I enjoyed every second of this time.
+ The puzzle design encouraged both parallel puzzling and group solves. The branching came back together repeatedly in interactive and entertaining group challenges.
+ We enjoyed so many of the puzzles in The Edison Escape Room. These included typical escape room-style puzzles as well as atypical, interactive group maneuvering.
– One of the late-game puzzles felt underclued. Witnessing it play out, we liked the concept, but it seemed as if the game was dragging us through it rather lighting a path of clues that we could follow.
+/- The Edison Escape Room provided audible feedback to confirm that we’d correctly solved a puzzle. Some of the choices of confirmation tone seemed oddly out of place and immersion-breaking in an experienced grounded in 1915… even when they were amusing.
+ Palace Games intertwined gamespace and puzzle seamlessly; for much of the escape room these were interconnected on a level far beyond what we’ve come to expect from escape room design.
+ The gamespace responded to our actions. Furthermore, it adapted to the team’s ability. It was impressive.
+ The Edison Escape Room encouraged us to build mastery of the gamespace and the props within. We welcomed Palace Games’ unambiguous approach to prop reuse. It furthered our engagement with the gamespace. The props were enticing and we were eager to see them recalled and reimagined as the game progressed.
-The Edison Escape Room didn’t need to be 100 minutes long. Some of the late-game content became overly repetitive. On multiple occasions we thought we’d solved the final puzzle… and then Edison tossed us another challenge. Considering how much time we spend in escape rooms, it’s strange to say that this was too much escape room, but by the end, that’s how we felt. The energy of the space dimmed.
– The final puzzle – the actual final puzzle – wasn’t as climactic as some of the culminating puzzles that came before it. This contributed to the petering out.
+ The technology driving The Edison Escape Room was impressive. We were in awe that it worked. While we don’t believe escape rooms need technology to be great, Palace Games incorporated this technology brilliantly to bring the elements of escape room design together.
+ The Edison Escape Room provided a continual sense of new discovery. In a gamespace as elaborate and interesting as this, discovery was invigorating. This was a ton of fun. I still can’t believe that this thing exists.
Tips for Visiting
- Drive to the back of The Palace of Fine Arts. There is parking.
- For food we recommend Super Duper Burgers.
- Accessibility: If you have mobility concerns, speak with Palace Games about adaptations to accommodate for these. The Edison Escape Room is highly adaptable.
Disclosure: Palace Games provided media discounted tickets for this game.