Given that this was our maiden voyage, there were some technical issues… but it did work. Early on there were some echoes, in the middle Anthony got into a fight with Skype, and near the end we had some audio drop.
If you make it to the end… you might hear some details about our next tour. You’ll see the full announcement publish here in the not too distant future.
With a simple setting and an elegant premise, The Shadow Space offered a fun and unique combination of immersive theater, escape room, and murder mystery.
As ghosts on a guided tour of the living, we got to experience the other side of a haunted house. Through observation, deduction, and some light haunting of the actors in the performance, we attempted to determine what had happened in the house and influence the characters towards a favorable ending.
Playing as ghosts felt novel and invigorating. Being invisible removed the complexity and awkwardness of two-way communication that sometimes comes along with immersive theater, while still providing an entertaining new mechanic.
The Shadow Space will be back for a second run in October 2019. If you’re near Los Angeles and curious to experience a uniquely haunting hybrid show, The Shadow Space is worth checking out.
Who is this for?
Immersive theater fans
Any experience level
Collaborative mystery solving
The chance to be on the other side of a haunting for once
As recently deceased ghosts, we were on a tour of the living. Our guides had promised us an evening of entertainment as we observed the inhabitants of a home on a day of celebration…and we encountered even more drama than we’d imagined.
The Shadow Space took place in a cozy Los Angeles home decorated with items of importance to its inhabitants. We haunted the first floor of the house, which included a kitchen, living room, study, and dining room where the two occupants were hosting another couple for a get-together. As we could not walk through doors, the rest of the space was off limits.
The house felt lived in, and the layout of the rooms allowed us to explore and follow the actors however we chose.
The Shadow Space was an immersive theater production with mystery and puzzle elements. Though it started out as a simple evening of ghostly entertainment,we eventually discovered that we needed to solve a mystery by uncovering clues and influencing the actors.
The Shadow Space emphasized the performances and the gameplay roughly equally. Though we encountered a couple of more traditional puzzles, most of the solving took place in the audience’s minds as we pieced together the clues to the central mystery.
As ghosts, we were invisible to the residents, but our hosts warned us not to haunt them too aggressively. Therefore, we could only touch objects that shone with a spiritual energy (i.e., items that lit up under a blacklight), and only when the living were not observing us. We could, however, interact with certain objects to spook the living—as long as they weren’t looking. We also could not pass through doors unless they were opened for us, which presented an interesting challenge.
Though it wasn’t all about winning, the gameplay had a medium to high level of difficulty. Between the puzzles and the central mystery, core gameplay revolved around observation, deduction, and timing.
➕ The concept of a ghost tour and the presence of tour guides brought levity to a potentially somber and disturbing story. A pre-show icebreaker where the audience members revealed our (often humorous) causes of death also lifted tension, which helped prepare us for the experience.
➕ The premise of playing as ghosts haunting the living was inventive, and just plain fun. We enjoyed puzzling out how to affect the actors without interacting in the traditional sense.
➕/➖ Between exploring the house and observing the different actors, The Shadow Space provided a lot of possible threads to follow. On one hand, that freedom felt exhilarating. However, with nine audience members and six actors in the space, we struggled to keep track of everything, and communication became an additional challenge.
➖ For the sake of realism, the actors spoke at a normal volume, as if there weren’t a dozen other people in the space with them. This hindered our sleuthing somewhat, as we missed some moments that revealed key information about the characters’ relationships. If the more important conversations had unfolded in such a way that the audience couldn’t miss them, we would have felt more in control.
➕ The moment of transition from ghost tourists to mystery solvers surprised us and ramped up the excitement. The change in our objective felt seamless.
➕/➖ One early haunting opportunity brought the entire group together for a shared experience. That moment was fun and engaging, but it felt disconnected from the rest of the show. It would have felt more rewarding if that moment had paid off later, or otherwise been incorporated into the story.
➖ Our tour guides left us alone at one point, and we weren’t sure whether we still had to follow the rules without supervision. A bit more guidance on how the game worked would have reassured us in that moment.
➕ The actors did an impressive job of performing while both monitoring and ignoring the audience. On top of all that, their dialogue and actions often suggested what we were supposed to do next. This built-in hint delivery was subtle and effective while maintaining immersion.
➖ The clues we needed to solve the mystery were hard to piece together in such a whirlwind environment, and we only had a moment to decide on what we thought had happened. We would have benefited from another couple minutes to discuss our findings as a group before voting on what course of action to take.
➕ “Haunting” the actors felt thrilling and unique. We found ourselves wishing the show had been a bit longer so we could have had some extra time to play around with the ghost mechanics.
Tips For Visiting
The Shadow Space had a limited run in May 2019 and is not currently playing. In future performances, the venue and other details may change. You can sign up for The Shadow Space’s mailing list to be notified about the show’s return from October 8 to November 3, 2019.
Update 10/1/19: The Shadow Space will be running October 8 – November 3, 2019 in Hollywood. Tickets are available and for a limited time people can get a 1/3 off tickets by using the promo code “RIP.” The show has moved to the historic Hartsock House in the heart of Hollywood that was built in 1919 to house missionaries. There is parking.
When we visited Scout Expedition Company’s The Nest in June of 2017, during its first run in Los Angeles, we were so moved that it left us truly speechless for hours after the experience.
We were so impressed with how the puzzles served as gates for telling a story that we started to think differently about what escape rooms could be. The Nest wasn’t an escape room, but it used elements of escape room-style gameplay to deliver an emotional, personal, and impactful story.
As Scout Expedition Company closes in on the final days of their Kickstarter to relaunch the show, we caught up with Creative Directors Jarrett Lantz and Jeff Leinenveber to learn more about version 2.0.
REA: The Nest is coming back!?
Yes, we’re taking everything we learned from the 2017 production and remounting the ultimate version of the show – kind of like a director’s cut. We’re really excited to be bringing it back!
How would you explain The Nest for someone who hasn’t experienced it?
In the story of The Nest, a woman named Josie recently passed away, leaving behind a storage unit filled with decades of her belongings. Audience members are equipped with a flashlight and explore Josie’s storage unit, searching through objects and listening to audio tapes to piece together her story.
We’re huge fans of immersive theater, narrative video games like Gone Home, Firewatch, or What Remains of Edith Finch, and escape rooms. The Nest mashes up certain elements from each. In its functionality, the show has a fairly similar framework to an escape room – experience a physical environment for a set period of time – with a little less focus on puzzles and a little bit more on story.
Tell us a bit about the new location. How does that change the piece?
The remount takes place in a beautiful, 1920s-era former storage building in Los Angeles. It really is the perfect location! Audience members will ride a freight elevator to one of the upper floors, where the show takes place.
Luckily, we have a bigger space to work with than before, so we’ll be able to create a few more distinct parts of the storage room while keeping the same rich, intimate environments that made the show so special.
What else will be different this time around?
We did 250 shows of the original version of The Nest, so now we can take those learnings to create the ultimate version from scratch. Since we’re in a larger space, the layout is completely different. Some of the scenic design is going in a slightly more abstract direction.
We’re also making each puzzle more of an interaction where we’re walking in the footsteps of Josie. Although the general story is fairly similar, we’re rewriting the entire thing to flow better
Who is The Nest for?
Originally, we’d targeted fans of immersive theater, but as the show went on, it was clear it resonated with a more general audience.
We had tons of enthusiasts of immersive theater and escape rooms, but also people who’d never done anything immersive before.
Visitors included lots of video game developers, parents with their adult children, and people on dates.
It seems that The Nest was really enjoyed by a broad spectrum of audience members.
How should escape room players, in particular, approach The Nest to get the most out of the experience?
Even though it shares some of the same elements as escape rooms, The Nest is something different.
There’s no countdown clock. Everyone gets to the end. The puzzles aren’t the most challenging. Instead, they are small interactions that place you into the shoes of Josie.
Our best advice is to approach The Nest like you’re about to experience a story. Feel free to slow down and enjoy it.
Why did you decide on Kickstarter as your platform for launching this?
The Nest really is a labor of love. We want to focus on executing the best creative vision rather than making a huge profit. As you can probably guess, this isn’t the best pitch for investors!
So, we decided to self-fund a big chunk of the show, with the remainder coming through Kickstarter. This will really help us to create the ultimate version, because we’re accountable to you, the audience, instead of to investors.
When will the remounted The Nest run? And for how long?
Our initial run will start in late summer for three months, but if ticket sales are healthy, we do have the option to extend. We’ll send extension announcements to those subscribed to our mailing list.
What made this the right time to bring back The Nest?
So much of immersive theater relies on finding the right space for your ideas. It was always our intention to bring back The Nest farther in the future, but we could not take this show just anywhere. Then the right opportunity presented itself… and here we are!
As we think back to our visit to The Nest, we have to agree with Jarrett and Jeff. The intimacy of the space and the way Josie’s story spilled out of it… that really captivated us.
We’re excited Scout Expedition Company has found the right next space for The Nest.
Jarrett and Jeff did an amazing job with the first iteration. We hope that this iteration will run long enough for us to see where they’re taking it.
Back The Nest on Kickstarter and tell them that the Room Escape Artist sent you. There’s less than a week left to do so!
The Bunker was a wild ride of an immersive game. It mashed up roleplaying, tabletop gaming, puzzling, and storytelling into a sprawling post-apocalyptic epic that was both compelling and funny.
We loved The Bunker, but caution that people should only book tickets if they are willing to embrace whatever the game throws at them and play. If you’re too uncomfortable or too cool to play in The Bunker’s fiction, then this experience is decidedly not for you.
Similarly, if all you want are puzzles, or an elegant story presented to you… there are plenty of escape rooms or immersive shows that will scratch that itch; The Bunker is not what you’re seeking.
Your mileage will vary based on whom you’re playing with and the choices that you make. By total happenstance found ourselves teamed up with Kathryn Yu from No Proscenium & Michael Andersen of ARGNET, which was the most amazing random teammate assignment possible.
For those that showed up with their imagination and a willingness to play, The Bunker presented countless opportunities to explore within a strange world and build our own unique story.
Who is this for?
Best for players who are willing to embrace the game
Players who don’t need to be a part of every scene
Open-ended interactive storytelling that relied heavily on player decision
Unique moments for every player who desires them
Opportunity to leave your mark on your group’s story
Brilliant game mechanics
Each group receives a unique ending
As backers of a crowdfunding project to create a series of apocalypse survival bunkers, we had gone for a tour of one of the facilities when the world ended. The bunker had locked down and the shelter’s AI DeBUNK had put us into stasis for over a century.
When DeBUNK revived us, things weren’t so great. The world had been transformed into a post-apocalyptic wasteland of familiar yet legally distinct horrors, our bunker’s life support systems were starting to fail, and we were low on food.
The Bunker was staged in Wildrence, a NYC experiential space and consulting studio that helps provide other creators with an immersive space and the tools necessary to bring their experiences to life. Previously this facility has hosted Refuge, Contagion, and Six Impossible Things (which is an exceptional close-up immersive magic performance. Get tickets if you can!).
Our bunker and homebase was staged in the Wildrence kitchen set. Leaving the safety of our bunker required a hazmat suit (holding a hazmat suit card). Outside our bunker, we met a character who facilitated our exploration of the rest of the game’s expansive world.
The Bunker was an immersive game with a variety of game mechanics, a tabletop crafting game, some puzzles, and a lot of free-form roleplaying.
In the bunker we could ask questions of our AI DeBUNK (a gamemaster character over Google Hangouts), attempt to build things via the crafting tabletop game, use the tablets that we found across the wasteland to communicate (text) with other bunkers, and manage our resources.
Resources were drawn playing cards: rations, Twinkies, hazmat suits, tools, medicines, and whatever else we found while exploring the world. Some resources were reusable; others burned as soon as we committed them.
Exploration involved going out into the wasteland and telling the character which direction we wanted to go. Along the way, he told us which structures we had encountered and we made choices about which to visit. Once we had made a selection, he described the encounter and we decided how to react using only our wits and whatever resources we had onhand.
When the exploration ended, our gamemaster informed us of how everything had resolved. This included what resources we had found and what terrible physical and psychological afflictions we had picked up along our journey through the hellscape… and some strikingly bad things happened to our people.
When things happened to us, we received stickers depicting our abilities or afflictions. Some stickers gave us additional powers to help us; others represented physical or psychological damage that diminished our abilities. Some of these afflictions could be cured; others couldn’t… and some we simply didn’t want to cure because they were amusing.
Ultimately, each player had to take responsibility for their own good time.
+ The Bunker had a massive amount of story content and opportunities for us to explore, create drama, or stumble into trouble.
+ More than just about any immersive game that we’ve played, the choices that we made in The Bunker had immediate and logical consequences. We were never totally shocked when something happened because it flowed out of a decision that we had made either in that moment, or earlier.
+ The more each of us put into the game, the more the game gave back to us. Many of us had some wild experiences. The Bunker rewarded those of us who embraced the game and its fiction.
+ For us, the best parts were the adventures that we had when we left our Bunker. The game world, the choices, and the implications were endlessly entertaining.
+ The stickers signifying afflictions and abilities were brilliant and amusing. The illustrations on them were funny. It was especially clever that they could be quickly applied or removed (if cured).
+ The gamemasters were interactive, funny, and effective at facilitating the game. Their mastery over their own story and content was perpetually evident.
– There was a 3-person staff managing the entire game. As the scope of the world grew, it became a bit chaotic. They were surprisingly adept at wrangling everything that was going on, but there were times where it was clearly a bit too much.
– Our teammates who hung out in our bunker and made no effort to embrace the experience clearly didn’t enjoy themselves. On one hand, during the game I was annoyed with them because it seemed clear to me that they were doing themselves a disservice and all that they would have needed to do was volunteer to do anything at all to jumpstart a better experience. On the other hand, there truly was no mechanism for pulling these wayward players into the experience if they failed to show initiative. This really was a flaw in the game.
+ Broken Ghost Immersive had created some really smart afflictions to prevent strong personalities from overpowering the game. I saw this happen in real time at least once and knew exactly what was going on. I was dumbfounded by how brilliantly and elegantly our gamemaster used the mechanic.
– While we didn’t have any problems, I am confident that one hyperaggressive player could severely damage the entire The Bunker experience for all involved. Although the same could be said for escape rooms, since The Bunker was entirely social, the human element was even more critical.
– Lisa and a few of our other teammates spent a lot of the game off on their own journey away from the main story. While Lisa enjoyed her experience and the part she played in that narrative, by the time her narrative reconnected with the main story, too much had happened in the bunker for her to even begin to follow what was going on. She was pretty confused by the events of our end game.
+ The puzzles, for those that encountered them, were solid and thematic.
– The level of physical immersion was spotty and required a lot of suspension of disbelief and a willingness to embrace imagination. Broken Ghost Immersive delivered storylines that were clearly less immersive with a wink and a nod and a dose of humor, but sometimes it wasn’t necessarily enough.
+ At the end of the game we were given the opportunity to choose a long-term strategy for our bunker. Based on that decision we immediately received an epilogue describing the conclusion to our story. It was intriguing, deeply rooted in the decisions that we had made throughout the game, and sensical. The epilogue put a lovely bow on our apocalypse.
Tips for Visiting
Show up willing to interact, explore, and play.
Bring a group of people who all want to play.
When you’re playing, be bold, imaginative, and decisive. Great and terrible things will happen to your group regardless.
It’s not an escape room. Leave your searching skills at home.
At its best, Escape from Godot felt a little like that dream where you’re on stage and you can’t remember your lines… only exciting and fun. A refreshing blend of escape room and immersive theater, Escape from Godot used puzzles and gameplay to drive the stage production forward. The experience was appropriately absurdist… being based on Waiting for Godot (synopsis).
The actors blew us away with their commitment to delivering their lines while managing game flow.
Escape from Godot broke away from escape room conventions. What emerged was fun, engaging, and impressive. We left feeling entertained and energized. If Escape from Godot is revived in another form, it would definitely be worth checking out.
Who is this for?
Players who enjoy interacting with actors
Any experience level
Quirky puzzles integrated with a live theater production
Talented and enthusiastic actors
Unique, playful experience
Upon arriving at a theater to attend a friend’s play, we learned that everyone involved in the production was being threatened with a lawsuit if they continued the play without permission – including the audience. We had one hour to fill in for the stage manager and help the actors complete the play before the lawyers arrived to shut it down.
Escape from Godot was an escape room intertwined with a theater production. Rather than relying on scenery and effects, the immersiveness of Escape from Godot unfolded mostly temporally, via actors and props on the stage. The set, a relatively ordinary theater, was secondary to the puzzles and interactions.
Mister and Mischief’s Escape from Godot was an escape game and theater blend that revolved around theatrical cues, dialogue, and actor interactions. We participated both as audience members watching the actors and as crew members puzzling out how to guide the play (and the escape room) to its final curtain.
Escape from Godot included medium-difficulty escape room puzzles involving logic, observation, and wordplay.
+ Escape from Godot was fun for theater buffs and theater newbies alike. Those of us who were more familiar with Waiting for Godot got extra enjoyment from certain details and interactions, but we didn’t need to have seen the play.
+ The absurdist theme meant we weren’t always sure what we were supposed to do, but orienting ourselves was part of the challenge. It felt like being in an actor’s nightmare, with all the chaos and confusion of being thrust on stage without our lines – but in a good way.
+ The puzzles were whimsical and integrated with the theme.
+ Escape from Godot involved actor interaction, but some players were in the spotlight more than others. Shy players didn’t have to worry because interaction was limited and only as involved as each person wanted it to be.Accommodating different audience member personalities made the show approachable to extroverted players as well as people who were less comfortable with interaction.
+ The actors went all out. On top of their solid acting, they delivered hints subtly and seamlessly, right when we needed them. By calibrating our timing with thoughtful cluing, they had the ability to control the flow of the experience and make sure each group felt victorious at the end. This kind of improvisation must have been tricky to pull off. We were impressed with how effortless it felt and how much it added to our enjoyment.
– The venue wasn’t perfect. The space near the stage was a bit cramped, which made it hard for all eight of us to participate equally at times when we were in the audience area.
+ Playing Escape from Godot felt true to the experience of watching a play; it also felt like putting on a play. Even without elaborate sets, the action and the puzzles kept us engaged and immersed for the whole hour.
? Due to the linear gameplay, there were a couple of bottleneck moments. Fortunately, the show was designed so that the least busy of us could always entertain ourselves by watching the actors perform their scenes.
+ The beginning and ending of Escape from Godot were largely unguided, which gave us a feeling of mystery when we entered the theater and triumph when we led the show to our curtain call.
+ Escape from Godot showed that the theater is a natural setting for an escape room hybrid. Solving puzzles to influence the show is a unique and fun game mechanic. We’d love to see more people experimenting with integrating gameplay into stage productions.
Tips for Visiting
Escape from Godot had a limited run and is no longer playing. If Mister and Mischief decide to revive it, the venue and other details may change.
Since Escape from Godot was an escape room within a play, it was more about enjoying the experience than beating the clock. You might have to wait for the actors to finish their lines before you can progress anyway, so take your time and enjoy the performance.