Room Escape Boston – The Boom Room [Review]

More room than boom.

Location:  Chelsea, Massachusetts

Date Played:  January 19, 2020

Team size: 2-8; we recommend 2-4

Duration: 60 minutes

Price: $27 per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Room Escape Boston was an archery tag facility with a couple of escape rooms.

The Boom Room was an old-school escape room. While offered more depth than expected based on the first few minutes of gameplay, it was still a generic escape room experience.

We enjoyed this escape room a lot more than we thought we would, but ultimately it was a forgettable experience. If you’re nearby and you’d like to play a room, go for it.

Personally, I found myself looking at the archery tag and wishing that we had booked that instead; it seemed like it had more going on.

In-game: closeup of a directional lock on an old desk drawer.

Who is this for?

  • Any experience level

Why play?

  • Traditional escape room puzzle play
  • A surprising amount of content
  • One cinematic moment

Story

An anonymous tip brought us to the hidden bunker of a suspected serial bomber. Could we defuse his plans for mass destruction?

In-game: A desk with a locked box and an old typewriter atop it.

Setting

The Boom Room had an old school, reading-heavy, lock-centric bunker escape room aesthetic:

  • Old Typewriter ✔️
  • Camouflaging Materials ✔️
  • Ammo Cases ✔️
  • Maps ✔️

There were 2 things that made this space stand out: there was a lot more of it than we had initially expected. It included one well-designed cinematic moment.

In-game: A concrete wall with strange flags drawn on them surrounded by camouflaging material.

Gameplay

Room Escape Boston’s The Boom Room was a standard escape room with a moderate level of difficulty.

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

In-game: Closeup of the map room door.

Analysis

➖ Our gamemaster led us into The Boom Room with our eyes closed. There was no grand reveal or payoff in the opening moments of this escape room. The set was standard. (At least we didn’t need to wear blindfolds.)

➕ Room Escape Boston dedicated a large amount of space to The Boom Room. As we solved, we entered new areas of the game, but continued to use game elements from the previous spaces. This added depth to the gameplay.

➖/➕ Room Escape Boston hid tech behind tubing. This made it stand out more, but it did protect it from prying hands. It was an inelegant solution, but the tech was armored.

➕ The gameplay worked. We were able to move logically from one solve into the next puzzle.

The Boom Room included entirely too much inconsequential reading material.

➕ When The Boom Room – a dim but not dark game – required additional light to solve a puzzle, Room Escape Boston made sure a light source was available to the players.

➖ Room Escape Boston used a door lock that was confusing and momentum-killing. Although our gamemaster had given us instructions for its use in the pregame briefing, it was still confusing to operate, and a mistake led to a short lockout.

➖ Room Escape Boston delivered some story over audio, but we missed these moments because the volume was low and it was over by the time we’d realized something was playing and had stopped talking.

➕ We enjoyed when one puzzle landed in front of us. Room Escape Boston staged this so that we were all in position to appreciate the moment.

The Boom Room lacked a finale, or any fanfare upon escape.

Tips For Visiting

  • Room Escape Boston in located next to a Dollar General. Enter as if you are entering the Dollar General and then turn right. You’ll see Room Escape Boston and Archery Games Boston. You’ll pass the archery tag on your way to the escape room.
The doorway for a Dollar General store.
Note that this is the entrance for Room Escape Boston… and the Dollar General.
  • There is a parking lot.
  • There is a Chili’s in the same strip mall.

Book your hour with Room Escape Boston’s The Boom Room, and tell them that the Room Escape Artist sent you.

Disclosure: Room Escape Boston provided media discounted tickets for this game.

Red Fox Escapes – The U-Boat [Review]

Crushed it

Location: Cambridge, Massachusetts

Date Played: December 13, 2019

Team size: up to 10; we recommend 3-5

Duration: 60 minutes

Price: $32 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Everything about U-Boat makes it abundantly clear that this escape game was made with love.

The set was meticulously designed with props chosen because they fit the environment, or modified so that they would feel like they belonged.

In-game: a view into the captain's quarters through a pill shaped doorway.

The story was carried throughout the game, and driven home with a brilliant effects sequence.

For us, the puzzles were a mixed bag. We loved a few, were fine with most of them, and felt like a couple of them were too sloggy and similar for our tastes.

Overall, this was a strong escape game that we think it will be a crowd-pleaser for a wide variety of players. We preferred Red Fox’s The Heist, but honestly believe that more players will want to dive into U-Boat. If you’re in Boston, you should check it out. This is a new and mighty company.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Scenery snobs
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • A strong set
  • Fantastic and challenging puzzling
  • One killer late-game event

Story

It was 1941, World War II was raging, and a linchpin in the war effort was cracking the German Enigma. British intelligence already had an Enigma Machine, but we needed a codebook… and that’s where we came in.

We had placed a spy on a German U-boat, but the boat was going down, so our spy had hidden the book, and abandoned his post along with the rest of the crew. We needed to sneak aboard the vessel and capture the codebook before it was crushed and consumed by the ocean’s depths.

In-game: a map in the middle of a navigation room.

Setting

Red Fox Escapes built a good-looking submarine. The walls were curved, the doors were ovals, the general aesthetic was steel, and everything felt like it belonged – even if it didn’t actually belong. The prime example of this was the directional lock that Red Fox Escapes had painstakingly modified to make appropriate for the space.

Above all, Red Fox Escapes used their environment to create an iconic and memorable moment in this game.

In-game: A periscope with a red illuminated sign that reads, "enemy vessel detected."

Gameplay

Red Fox Escapes’ The U-Boat was a standard escape room with a moderate level of difficulty.

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

In-game: a large wooden workbench with a light.

Analysis

➕ The set and props looked great. The curvature of the walls really sold the look and feel of the space. Red Fox Escapes went to great lengths to make the hardware and props look like they belonged.

➕ The story of the The U-Boat had depth.

➕ The puzzles solved cleanly. One flowed especially well. We also enjoyed the different interactive mechanisms and their solve-state indicators.

➕/➖ The puzzles were a mixed bag. Although we enjoyed many of the puzzles (we adored 2 of them), some of them were not especially exciting. In a couple of instances, they felt a bit repetitive.

In-game: speed controls.

➕ The U-Boat had an unforgettable moment of transformation. Red Fox Escapes choreographed this impeccably so that every team member was able to experience and appreciate this.

Tips For Visiting

  • Red Fox Escapes is easily accessible by T. Take the Red Line to Central.

Book your hour with Red Fox Escapes’ The U-Boat, and tell them that the Room Escape Artist sent you.

Disclosure: Red Fox Escapes comped our tickets for this game.

Club Drosselmeyer 1942 [Review]

Echos

Location:  Cambridge (Boston), Massachusetts

Date Played: December 13, 2019

Team size: we recommend 2-8 depending on the experience you’re looking for

Duration: 2.5 hours

Price: $49-85 per ticket

Ticketing: Public event

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Club Drosselmeyer 1942 was the finale to a 4-part annual saga that was introduced in 2016 (or 1939).

Each December for the past 4 years we’ve traveled to Boston, put on our fancy clothes, and spent an evening puzzling, roleplaying, and swing dancing among friends and characters in Club Drosselmeyer. Each year we’ve been treated to a different reimagining of The Nutcracker as a World War II techno-conspiracy.

It’s kind of sad to say farewell to a show we’ve watched evolve and grow over the years. (I believe that the plan is to loop back to 1939 next year.) The Club and its characters feel like friends that we only get to see at Christmas.

In-game: Two very good looking and brilliant puzzlers standing beside and actress as they all peer off into the distance.

At this year’s Club Drosselmeyer the band was on fire, the stage was gorgeous, the drinks were flowing, and the puzzles were plentiful.

In-game: The band playing on the Drosselmeyer stage.

The most noteworthy change was the stellar quality of the acting and performances. This has improved with each year, but this most recent show felt leaps and bounds better than the previous year. On the negative side, the line for seeing the main characters had reemerged for the first time since year one.

The puzzling was plentiful, and really enjoyable – if you either knew what you were doing or had someone to guide you into the deep end. Club Drosselmeyer has an impossible amount of content, and part of the experience is acknowledging that you’re going to have your own experience, not an all-encompassing experience.

Our night had a funky, entertaining ending that I truly enjoyed as a conclusion for our night… but I didn’t love it as an end to a 4-year journey. Endings are hard, especially variable endings for immersive experiences.

I love Club Drosselmeyer, and if it loops, I’ll probably go back, even if it’s just to dance. At this point it’s a holiday tradition in our family. Viva la Drosselmeyer.

Who is this for?

  • Puzzle lovers
  • Jazz lovers
  • Swing dancers
  • Immersive theater fans
  • People who are fine with crowds
  • People who don’t need to be part of every interaction
  • Any experience level … for puzzlers or dancers

Why play?

  • Spectacle
  • Dance, acrobatics, and magical performances
  • Music
  • 1940-themed party
  • Larping (optional)
  • Dancing (optional)
  • Puzzle hunt-style puzzles (optional)

Story

It was 1942 and the American war machine was starting to move forward. Resources were limited and everyone was looking for ways to tighten the proverbial belt and pitch in.

In-game: A table with an illuminated "D", a table number and a Club Drosselmeyer comic.

Industrialist and inventor Herr Drosselmeyer had decided to throw another one of his famous parties. His aim was to sell war bonds and raise money for the nation’s armed forces. As always, Drosselmeyer also intended on using the event to unveil his latest creations from Project Nutcracker.

In-game: David in a suit holding a green glowing object and looking evil.
We wants it; we needs it. Must have the precious.

Setting

We returned for a fourth (and final?) time to Club Drosselmeyer. It was the same night club, the same band, the same bandstands, and many of the characters that we’ve come to know, love, and hate… plus a few new characters.

Club Drosselmeyer was the same decadent party that it has been in past years. Everyone was dressed up and the performative acts were as good or better than ever. The spectacle was in full swing.

In-game: the dance floor is filled with people while the band plays on the Drosselemeyer stage.

Gameplay

Club Drosselmeyer 1942 was immersive game with a high level of difficulty. It required a team effort – with teammates focusing on different types of interactions – to solve the story through to its conclusion.

Core gameplay included solving puzzles, conversing with characters, and watching performances. Individuals could choose to engage in any of these as much or little as they liked.

Club Drosselmeyer goers could also choose to opt out of gameplay, sit back and enjoy the band, or spend an evening on the dance floor.

In-game: A woman sitting at a war bonds stand.

Analysis

➕ Waiting for us at our table, we found a fantastic comic book that got us up to speed on the story. For those jumping in at year 4, this was especially helpful.

Club Drosselmeyer was as beautiful as ever. I don’t think that I’ll ever get tired of that staging. The new additions to the set were lovely.

➕ The performances were noticeably better than in previous years. Back in year one, the acting was cringe-worthy. It has improved each year since. This year the performers were wonderful and entertaining.

In-game: Rhett King shuffling cards at a small table covered in money.
One of our teammates cheated at blackjack against this guy.

➕ The puzzles were varied in approachability. There were some easier game-like puzzles that engaged beginners. There were also challenging solves requiring focused effort from more experienced puzzlers.

➕/➖ Club Drosselmeyer did a lot to onboard first timers and provided some low-skill games, but it was still challenging for true newbies to find their bearings. I don’t think that most of the newbies really understood how hard they had to play if they wanted to complete the main objective.

➖ The puzzles remained paper-based, even in the interactive environment. They leaned heavily into words and logic. There would be opportunity for more dynamic puzzles in Club Drosselmeyer that branched out into more puzzle types and engaged players in the rest of the spectacle as part of the puzzle solving.

➖ The lines for the main characters bottlenecked. Some of these lines were a result of player confusion, rather than something inherent in the game’s script. However, this confusion, combined with Drosselmeyer’s “guard” being a character that players did not trust, resulted in line-management problems, and players focusing their attention on the wrong thing at the wrong time. It was interesting to us how much the character of the “guard” added complexity to this game mechanic.

Club Drosselmeyer has refined its hint system. The waiters were attentive, serving up hints based on the needs of the group and the overall experience.

➖ The cast and players took over the dance floor. It was the easiest place for players to find and approach the characters. This left less room for dancing. Too much of the drama of the show was happening right in the middle of the dance floor.

➕/➖ 1942 was Club Drosselmeyer’s finale. The ending we triggered was fun, but didn’t feel like the conclusion to a 4-year story arc. Because there are multiple ways a performance of Club Drosselmeyer might end, it’s hard to say where the show and characters will be at the end of the final night. That said, when the show wrapped up, we didn’t feel closure to the larger story and these characters.

❓ You can’t see or do everything in Club Drosselmeyer. Your experience is largely what you decide it will be.

In-game: Us with oru friends at in front of the Drosselmeyer stage at the end of the show.

Tips For Visiting

  • Parking: I encourage taking mass transit, taxi, or ride share.
  • Food: There are ample food options in the neighborhood.

If this show returns to Boston next December, or opens in another city, we hope you’ll book your evening at Club Drosselmeyer, and tell them that the Room Escape Artist sent you.

Trapology – The Boobie Trap [Review]

Glorious hole in the wall

Location:  Boston, Massachusetts

Date Played: December 14, 2019

Team size: 2-5; we recommend 2-4

Duration: 60 minutes

Price: $32 per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

The Boobie Trap was funny, a little sexy, and very racy – relative to most other escape rooms.

Trapology was one of the earliest escape room companies in the US, and in our opinion The Boobie Trap was their strongest game yet. This 18+ sexually charged game was a noticeable deviation from the norm.

In-game: a beautiful hipster coffee bar with all of the correct signage and equipment.

The introduction of an actor was fantastic and under the circumstances of this game, done in a classy, safe, and respectful way.

The sexually-themed puzzles were funny… although I would love to see Trapology push themselves farther to develop the quality of their puzzle and game elements.

How sexy is The Boobie Trap? Well, it really depends on what you’re into. I know some people who will find themselves blushing at this game. I know others who will find it adorable. Whether you’re blushing or smirking, I think you’ll find enjoyment.

All in all, this was a strong and unique addition to the Boston escape room scene. I love it when creators push boundaries and cast escape games in a new light to draw in different audiences. If you’re in Boston and looking for a good time, go spring The Boobie Trap.

Who is this for?

  • Adults open to (or eager for) sexual content
  • Scenery snobs
  • Any experience level

Why play?

  • Sex-themed escape rooms are a rarity
  • Amusing (non-sexual) actor interactions
  • Solid execution

Story

We had a dark desire that we were compelled to explore. It had brought us to a cute little coffee shop that hid a secret BDSM club in the rear.

In-game: Closeup of the Big Beans Coffee Shop logo, EST 2019.

Setting

Having not read Trapology’s website prior to playing, we stepped inside their BDSM club-based game… and found a compelling hipster coffee shop?

It was a great looking coffee shop complete with a barista who struck a true-to-life balance between incompetence and condescension. This was among the finest character acting that we’ve seen in an escape room.

Since everyone knows that the BDSM club is there, I’ll add that it evoked the right imagery, and certainly had some evocative setpieces. It was also adorned with photographs taken specifically for this game by a professional, so … authentic.

In-game: Closeup of two large drums filled with coffee beans attached to a grinder.

Gameplay

Trapology’s The Boobie Trap was a standard escape room with an actor in the opening act. It had a moderate level of difficulty.

Core gameplay revolved around searching, observing, making connections, puzzling, and engaging with the actor.

In-game: Closeup of the cash register with a signal that reads "No Sale"

Analysis

➕ The actor/ gamemaster fostered a hilarious opening scene. He was compelling as an incompetent and patronizing barista. Through this persona he was able to hint our group, keeping the gameplay on track, and the mood light, even when we stalled.

➕ The sets and props looked great. The coffee shop felt appropriately hipster. It had just enough sexual innuendo to tease the next act, without going over the top. The BDSM dungeon had stellar photography.

➖ There was opportunity to refine the gameplay in the first act. The first puzzle didn’t prepare us well for The Boobie Trap. It solved in a different style than the puzzles that would follow it. This style was also particularly challenging to engage with, given the distraction of the impatient barista.

❓ At the onset, we were unsure how to approach the gameplay. We didn’t know whether the barista would be integral to puzzle solving or whether he was more flavor for the experience.

➕ In the second and third acts, the gameplay found its rhythm.

In-game: A sign with the coffee shop's cup sizes. The sign reads, "Size does matter" and the sizes are, "Micro, average, & big."

➕ In general, The Booby Trap had plenty of escape room-y plot holes but Trapology always offered a prop to fill each gap.

➕/➖ Trapology played with BDSM concepts, and didn’t push things too far (personally, I think they could have pushed a bit father in an 18+ game). In a few instances, Trapology’s use of BDSM-themed props felt forced. There wouldn’t be any reason to slap these items together.

➕ We enjoyed a puzzle that turned heads.

➖ The story lacked a speakeasy-esque connection between the first act and the rest of the game.

➕ Trapology delivered with the finale. They set up the moment early with strong in-game cluing to deliver a satisfying climax.

Tips For Visiting

  • Trapology is easily accessible by T. Take the Green Line to Boylston St.
  • We recommend Explorateur on the corner for a coffee, drinks, a meal… and some really interesting desserts.
  • This game contains adult content. It is for players aged 18+ only.
  • There is an actor in this game. Review our tips for playing with actors.

Book your hour with Trapology’s The Boobie Trap, and tell them that the Room Escape Artist sent you.

Disclosure: Trapology comped our tickets for this game.

Red Fox Escapes – The Heist [Review]

Artfully Puzzley

Location: Cambridge, Massachusetts

Date Played: December 13, 2019

Team size: up to 10; we recommend 3-5

Duration: 60 minutes

Price: $32 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

We loved Red Fox’s The Heist. It was quirky, unique, and loaded with great puzzles. To make things even better for an experienced escape room team, there was no searching; the puzzles were confidently on display.

In-game: Wide view of the gallery, many pieces are on display, the two most prominent is a painting of the Queen of England with her eyes closed.

This was a challenging game, in a fair way. While we loved it, I wouldn’t be surprised if most people preferred Red Fox’s U-Boat (also a lovely game – review coming soon). On its surface, this game feels more normal, but if you really look at the details, that’s where this game shines.

If you’re an experienced puzzler near Boston, we highly recommend The Heist. If you’re looking for something that’s a bit more of an adventure, try out U-Boat first. Either way, Red Fox is a company that we’re looking forward to visiting many more times in the future. They’re off to a stellar start.

Who is this for?

  • Adventure seekers
  • Puzzle lovers
  • Scenery snobs
  • Cat burglars
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • Unusual and challenging puzzles
  • There was essentially no searching
  • Beautiful art

Story

A private gallery in the Back Bay was exhibiting the world’s largest diamond, worth hundreds of millions of dollars. Naturally, we’d assembled our team of master thieves in our hideout to plan our heist.

In-game: A portrait of Marilyn Monroe made out of pennies beside a geometic sculputre.

Setting

The Heist began inside of our secret hideout [not depicted because it’s a secret]. Once our plan was sorted out, we broke into the gallery… and it really looked like a gallery.

Aside from nailing the art gallery aesthetic, the thing that really set this one apart was that the art looked unique, and like art. It was great to see pieces that weren’t obvious knockoffs of famous art that is housed in specific museums.

In-game: A sculpture of a tree and root system without leaves.

Gameplay

Red Fox Escapes’ The Heist was a standard escape room with a high level of difficulty.

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

In-game: an image of a woman made out of wire mounted to a board.

Analysis

➕ The secret hideout was classic. It looked good and provided a solid on-ramp that warmed us up for the main event.

➕ The artwork was high quality. It was beautiful. Some of the pieces were truly impressive creations.

➖ As beautiful as the set was, a couple of the props we handled felt worn out. They weren’t on the same level as the rest of the space.

➕ The Heist was a challenging, puzzley escape room with fair, well-clued puzzles. Red Fox wove the puzzles through the art unlike any art heist we’ve played to date. The game was challenging for all the right reasons… and there wasn’t any searching.

➕ Red Fox drew on classic heist tropes, but made these their own. We couldn’t maneuver through them in the normal way. This was smart.

➖/➕ Red Fox introduced one concept too early. It had to work this way for the story, but this design decision could easily come back to bite them – or more likely – one of their props.

➕ The juxtaposed sets were incredibly different, but part of one world. The transition scene enabled this really well. A lot of love went into a space that we spent next to no time in. Respect.

➖ The first act couldn’t support as large a team as the second act could, which makes it hard to recommend a group size for The Heist. Strong puzzlers can go with a smaller group. If you bring a larger group, you’ll be crowded early on before the space opens up.

➕ Red Fox can adapt The Heist during the reset to make it easier by swapping in additional cluing for some puzzles. They can do this so seamlessly that players would never know.

Tips For Visiting

  • Red Fox Escapes is easily accessible by T. Take the Red Line to Central.
  • At least 1 person needs to be able to crawl.

Book your hour with Red Fox Escapes’ The Heist, and tell them that the Room Escape Artist sent you.

Disclosure: Red Fox Escapes comped our tickets for this game.

Amaze Escape – Art of the Heist [Review]

“9-1-1 this better be good.” -Chief Wiggum

Location:  Arlington, Massachusetts

Date Played: December 15, 2018

Team size: up to 10; we recommend 3-5

Duration: 60 minutes

Price: $30 per player

Ticketing: Public

Emergency Exit: Yes

REA Reaction

The Art of the Heist was a competent escape game with solid puzzle flow, good humor, integrated history, and a compelling, authentic setting.

Amaze Escape’s creation was held back by two frustrations: an overabundance of interesting red herrings and a painfully underdeveloped late-game sequence. These were serious momentum-killers, but are quite fixable.

Art of the Heist was a strong game that I wanted to enjoy more than I did. It just needed a bit more polish.

If you’re in the area and looking for a solid escape game in a unique and authentic setting, Art of the Heist would be a good choice.

In-game: The police station, featuring an American & Massachusetts flags, a coat hanger with a uniform and a desk with a computer.

Who is this for?

  • Puzzle lovers
  • Any experience level

Why play?

  • A genuine setting
  • Solid gameflow
  • An interesting final puzzle

Story

We were members of a syndicate of thieves tasked with stealing the world’s most valuable suitcase. Allegedly the suitcase had found its way into police custody in the town of Farlington, Massachusetts.

The syndicate had created a diversion, giving us an hour to break into the police evidence locker and retrieve our prize.

In-game: Close up of the electronic surveillance system box.

Setting

Amaze Escape was located in a building that formerly housed a municipal justice center. Their earlier game made use of the building’s authentic jail cell. Their latest game was set within the police station.

The concrete walls and generally drab setting was livened by a number of Simpsons references and other jokes. The setting was pretty perfect and was one of those instances where the real thing doesn’t necessarily look like TV or the movies, but feels like the genuine artifact.

In-game: the word "Taxachusetts" painted boldly on the wall.

Gameplay

Amaze Escape’s Art of the Heist was a standard escape room with a moderate level of difficulty.

Core gameplay revolved around searching and puzzling.

Analysis

➕ Amaze Escape was located in a former municipal building that housed the court, jail, and police. They stuck to their roots again in their second game, The Art of the Heist, set it in a police station. It was believable.

➕ The puzzles flowed pretty smoothly. The gameplay generally worked well.

➖ We encountered one frustrating section. Ambiguous cluing, lack of necessary light sources, and choice of input mechanism came together aimlessly.

➖ Amaze Escape included substantial red herrings in The Art of the Heist. We kept looking for ways to interact with these significant props, only to find that they were simply ambiance. This was unfortunate because these red herrings were among the most interesting items in the game.

➕ We enjoyed one nifty late-game tech-driven solve. It was an intriguing design and amusingly precise.

➖ While we enjoyed the setup, we didn’t feel the narrative pressure of the heist scenario. The Art of the Heist lacked a moment of intensity and excitement that made our hearts race.

➕ I loved how Amaze Escape worked other bits of Boston heist history into their game, including the infamous Gardner Heist, which I had originally learned about from my favorite podcast, The Futility Closet.

Tips For Visiting

  • There is street parking nearby. Pay the meter.

Book your hour with Amaze Escape’s Art of the Heist, and tell them that the Room Escape Artist sent you.

Disclosure: Amaze Escape provided media discounted tickets for this game.

Trapology – Crush Depth [Review]

Crushed it.

Location:  Boston, Massachusetts

Date Played:  December 15, 2018

Team size: up to 8; we recommend 3-5

Duration: 60 minutes

Price: $32 per player

Ticketing: Public

Emergency Exit: Yes

REA Reaction

Crush Depth was a great escape room.

It had an intense, detailed, and imposing aesthetic. The puzzles were meaty and entertaining. The story put an atypical twist on a fairly common concept.

While we encountered a bit of ambiguity with puzzle sequencing, and it was occasionally difficult to find what we were supposed to do among the various set details, it still played really well.

We wholeheartedly recommend it for players who are nearby and have a bit of escape room experience.

In-game: overhead shot of a the bunks in the submarine.

Who is this for?

  • Puzzle lovers
  • Scenery snobs
  • Players with at least some experience

Why play?

  • Submarine aesthetic
  • Unorthodox story choice
  • Strong puzzles

Story

While we were serving aboard a submarine, the spirit of the boat’s former captain assumed control, and in a final vengeful act, set a course for crush depth. We had to banish the angry spirit and retake control of the submarine before we all received a gruesome physics lesson.

In-game: an axe hanging over a porthole.

Setting

Crush Depth was an aesthetically gorgeous game, among the most beautiful that we’ve seen in the region.

The submarine set was detailed and weathered. It felt right. There was a lot to look at.

Additionally, the layout felt correct. The entire game took place in a narrow series of rooms.

In-game: wide angle of a the bunks in the submarine.

Gameplay

Trapology’s Crush Depth was a standard escape room with a moderate level of difficulty.

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

In-game: closeup of a high voltage electrical box.

Analysis

➕ Trapology turned a few rooms of their downtown Boston office building space into a submarine. The set design looked great.

➖ Although the set looked great, not all of the puzzle components were on the same level. Trapology relied on laminated paper for some clue structure.

➖ The submarine set contained interesting knobs, dials, and gadgets. It wasn’t entirely apparent which were in play and which were decor.

In-game: closeup of a axe-head.

➕ We’ve escaped a lot of submarines, but this was the first one that was haunted by a vengeful ghost captain. Trapology twisted two themes together to create something new and exciting. (Note, Crush Depth is not a horror game.)

In-game: closeup of a small metal step.

➕ Crush Depth was a puzzle-focused escape room with many excellent solves. We always had something interesting to work on.

➖ We encountered one clunky mid-game sequence. Some of the cluing felt a bit out of order.

In-game: A shower-head in a small stall.

➖/➕We couldn’t always tell when we’d triggered an open. Trapology could add lighting or sound cues to make tech-driven opens pop. That said, our attentive gamemaster directed us to anything we’d opened without realizing it.

➕ The final sequence of interactions was massive, tangible, and so satisfying. The conclusion was explosive.

In-game: close-up of a wheel/ door handle.

➕ Trapology had a beautiful lobby. We wish we could have lounged there for longer. We loved the cozy, steampunk-inspired aesthetic.

Tips For Visiting

  • Trapology is easily accessible by T. Take the Green Line to Boylston St.
  • We recommend Explorateur on the corner for a coffee, drinks, a meal… and some really interesting desserts.

Book your hour with Trapology’s Crush Depth, and tell them that the Room Escape Artist sent you.

Disclosure: Trapology comped our tickets for this game.

Room Escapers – Panacea [Review]

In-game: The sign for the Panacea Apothecary in the hallway of Room Escapers.

Pandemic: Alchemy

Location:  Boston, Massachusetts

Date Played:  December 15, 2018

Team size: up to 8; we recommend 4-6

Duration: 60 minutes

Price: $30 per player

Ticketing:  Public / Private if you book at least 4 tickets

Emergency Exit: Yes

REA Reaction

Room Escapers is at their best when the build large-team, puzzle-focused, humorous adventures. They checked all those boxes with Panacea… and this may be the finest example of their style thus far.

Panacea was visually striking with an elegant color palette and beautiful faux stained glass windows. While the build quality was occasionally lacking, it was a generally wonderful environment.

From a gameplay standpoint, there was a lot to puzzle through. Our entire team was occupied from start to finish. Panacea just needed a culminating puzzle that brought all of us back together for a finale.

All in all, this was a seriously satisfying game, and regardless of experience level, we highly recommend playing Panacea if you’re visiting Boston.

In-game: wide shot of the apothecary. There is a large red chair and a lectern.

Who is this for?

  • Puzzle lovers
  • Scenery snobs
  • Any experience level
  • Players who don’t need to be a part of every puzzle

Why play?

  • Beautiful alchemy-inspired decor
  • Challenging puzzles

Story

With a disease ravaging the world, humanity’s last hope was hidden in an old Boston apothecary. We entered the preserved establishment-turned-museum with one goal: master the 7 principles of alchemy and produce a mythical cure-all.

In-game: a stain-glass window depicting a fire-breathing dragon.
One of my favorite features of this game.

Setting

We stepped out of Room Escapers’ lobby and into a beautiful old bepuzzled apothecary-turned-museum.

The build quality varied from item to item. Some of the game was beautifully constructed, while other portions were a little more finicky or flimsy.

The most beautiful feature of the room a set of fluorescent office lights that were converted into faux stained glass.

In-game: a large hourglass in the middle of the apothecary.

Gameplay

Room Escapers’ Panacea was a standard escape room with a high level of difficulty.

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

In-game: A chest with the depiction of an ouroboros; a snake eating its own tail.

Analysis

➕ Panacea was beautifully themed, down to the game clock. It was an inviting space in which to solve puzzles.

➕ The stained glass windows were awesome.

➕ The story flowed through the puzzles. It became apparent early on how working through the puzzles would resolve the story. We had a good sense of our progression as we played.

In-game: sign reads, "7 principles of truth: he who knows these will find the Panacea."

Panacea offered many hands-on, challenging puzzles. It kept our entire team busy. There was a lot to do and most of it was pretty great.

➖ We encountered one ghost puzzle that led us far afield. This puzzle needed to be entirely refactored, rather than partially reskinned.

➕/➖ In Panacea we worked through a lot of puzzles in a relatively confined space. On the one hand, puzzle elements were well labeled so that we didn’t struggle to connect this astrology with that… astrology. The challenge was in the puzzle. On the other hand, it felt less organic to rely on labeling. Additionally, larger groups will likely struggle stepping around each other.

➖ Some of the tech-driven interactions were finicky. This added unnecessary frustration after we’d solved the puzzles.

➕ The hint system made sense with the story and the space. It added to the experience. (In fact, we recommend asking for a hint, even if you don’t need one.)

In-game: wide shot of the apothecary. There is a large red chair and a phrenology bust.

➖ In Panacea, we spread out, working on different puzzle tracks. Although we enjoyed the finale, we felt it lacked a culminating puzzle that brought the team back together for the conclusion.

➕ There was some really funny wordplay going on in Panacea.

➕ Room Escapers has upped their reveal game. In Panacea, the reveals worked wonderfully.

Tips For Visiting

  • Panacea is at Room Escapers’ School Street location.
  • It is easily accessible by subway. Get off at Park Street or Government Center.
  • If you’re driving, the Pi Alley Parking Garage is right nearby.

Book your hour with Room Escapers’ Panacea, and tell them that the Room Escape Artist sent you.

Disclosure: Room Escapers comped our tickets for this game.

North Shore Escape – The Cursed Caravan [Review]

The Cursed Caravan

This escape room is in tents.

Location:  Woburn, Massachusetts

Date Played: December 15, 2018

Team size: up to 6; we recommend 3-4

Duration: 60 minutes

Price: $28 per player

Ticketing: Public

REA Reaction

North Shore Escape balanced mystical cheesiness with a gritty homemade mystique. The Cursed Caravan came together into far more than the sum of its parts.

The Cursed Caravan was designed as a popup game… that never popped down. While this was evident in its construction, the silly vibe, unusual story, solid puzzles, and fantastic flow made it work.

We really enjoyed this escape room. If you’re looking to experience the stranger, more creative side of the escape room world, and can appreciate that good game design doesn’t require a large budget or fancy props… visit The Cursed Caravan.

In-game: view through the tent entrance.

Who is this for?

  • Story seekers
  • Puzzle lovers
  • Any experience level

Why play?

  •  A fortune teller’s tent is a fun gamespace
  • Solid puzzles

Story

A strange fortune teller had set up shop and squatted in an escape room business venue. The owner had asked us to investigate her tent and see if we could dig up some dirt that he could use to evict her.

In-game: The poster for "The Cursed Caravan at North Shore Escape."

Setting

We entered a tent just off of North Shore Escape’s lobby. The space was essentially a tent made of bedding. By some force of will and smart theme selection, it worked remarkably well.

The Cursed Caravan had been originally designed as a temporary game, but it had stayed on.

In-game: two seats on either side of a table with a crystal ball.

Gameplay

North Shore Escape’s The Cursed Caravan was a standard escape room with a moderate level of difficulty.

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

In-game: bookshelf with two locked boxes.

Analysis

➕ The story was interesting. There was a lot to follow, but it paid off.

The Cursed Caravan was well themed as a fortune teller’s tent. The eclectic mix of wall hangings and tchotchkes felt at home in the environment. It was an inspired thematic choice for a low-budget escape room.

➖ Although the tent looked appropriately fortune teller-esque, it also looked less than stable. We worried about accidentally breaking the set, props, or tech. The construction lacked refinement.

➕ The game flowed well. It was a small space, but we were able to move freely around it, rather than linearly through it, which made it feel bigger than it was.

In-game: Tent entrance.

➕ North Shore Escape balanced searching and puzzling to prevent late-game hangups. The puzzle flow was laid out such that we’d find puzzle elements before we needed them. Thus the puzzle solves moved more quickly. It was elegant design.

➕/➖ The tech looked clunky. This kind of worked. We could interpret it as weird fortune teller magic. At the same time, it felt like messy craftsmanship.

➖ Tech opens needed to pop. Especially when we’re being careful with a delicate set (and at one point we even encountered a “do not pull” sign), it would go a long way if “magical” opens were always evident.

➕ The story was available in readings and played as audio recordings. We appreciated that each player could take it in the way that worked for them.

Tips For Visiting

Book your hour with North Shore Escape’s The Cursed Caravan, and tell them that the Room Escape Artist sent you.

Disclosure: North Shore Escape comped our tickets for this game.

Reminder: Meet us in Boston

We will be in Boston this weekend. If you live in or around Boston, or you’re also traveling to Boston, we’d love to meet you!

Stylized ariel photo of Boston.

Details

  • Sunday, December 16
  • 10:30am – 1:00pm (yes this is in the morning)
  • Talk at 11:00am
  • Room Escapers (3 School St, Boston, MA 02108 inside The Old Corner Bookstore)
  • Please bring a food or beverage to share (no alcohol)
  • Note that there is no elevator at this location.

For additional details, see the Boston Escape Room Fan Shingdig announcement.

RSVP

Please RSVP on Facebook or by contacting us.

Escape Rooms & Events

If you can’t make the meetup, you might still see us around. We’ve booked a number of escape rooms in and around Boston during this brief weekend trip. Also, we’ll be attending Club Drosselmeyer on Sunday evening.