Reviews

Reviews

The Man From Beyond

The Man From Beyond

Strange Bird Immersive

  • Escape room
  • IRL
Hope End

Hope End

The Ministry Of Peculiarities

  • Escape room
  • IRL
The Cabin: Chapter 2 - Monie Motel

The Cabin: Chapter 2 - Monie Motel

Escape Hour Austin

  • Escape room
  • IRL
The Crypt

The Crypt

Escape Hour Austin

  • Escape room
  • IRL
Stash House

Stash House

Stash House

  • Escape room
  • IRL
Caveat: If you want to try this room, you should. - and judge it for yourself. The unique experience may be divisive. The set design is immersive and the challenge is unapologetically difficult. I was excited for a 90-min escape room. Variety of puzzles. I really wanted to love it. However, I did not. Now...the aspects I didn't like about the room - you may find them enticing: 1. Too Non-Linear I have enjoyed playing non-linear rooms (like The Escape Game's Playground and Escape Hour Austin's Tesla vs Edison). But this room can isolate you to an extent where you lose track of what's going on and lose context. I am someone who wants to be aware of all the puzzles that need to be solved and participate as much as possible. There is a certain section where 1-2 people could end up spending an inordinate amount of time crawling about in a dark, cramped space while the rest of the game goes by. 2. Contrived Difficulty Tough puzzles can be rewarding to solve. But adding superficial layers to a puzzle to make it difficult just for the sake of making it difficult stops being fun at one point. You have connected the dots, figured out what goes where, and just need to input the final solution. But then if the solution requires you to distinguish between 3 different colors that are similar in hue in poor lighting at a hard to access corner, it gets frustrating. Some of the signaling was vague. You can end up wasting a lot of time looking for the right thing at the wrong place. Some helpful nudges from the GM would have been been greatly appreciated. 3. Imbalanced Design A 90-min challenge is inviting. But there are a lot of puzzles. Which is fine...except every one of them is complex and has potential for time-drain. If you take a very scary escape room with an unpredictable live actor (for eg.), a well balanced experience will not make the puzzles themselves overly difficult because the fear factor naturally makes everything more challenging. That kind of gameplay balance was missing here with the complexity, length, and number of puzzles. I would definitely not recommend this one for beginners. It's better suited for a team of 6 experienced players. Maybe the factors that made the experience lukewarm for us will motivate you to try the room more! Just go in mentally prepared.
Lab Rat

Lab Rat

Hatch Escapes

  • Escape room
  • IRL
The Cabin: Chapter 1

The Cabin: Chapter 1

Escape Hour Austin

  • Escape room
  • IRL
Wow! What an experience! The cabin trilogy is a must do for escape room enthusiasts who are game for some serious horror! The first chapter is outstanding. For us, it was the scariest out of the three. The immersion and atmosphere were top notch. There was so much uneasiness at every corner...the tension was really good! The lighting was purposefully very dim and so cleverly done. (Chapter 1 is the darkest out of the 3 in terms of visibility.) I will share more details about the scariness in the "how scary is it" section below. But, I will say this: if you have a serious aversion to horror or risk physical triggers at jump scares, you should avoid this room. If you enjoy horror movies (even if you get scared easily) and want the added challenge of solving puzzles, you should definitely experience it! Note: the "scare" level can be adjusted to your preferences (mid-game too) but if you're doing this, try to keep it as close to standard as you can. The game is difficult. However, the puzzles themselves are not hard. But it gets so scary in there, you tend to become paralyzed with fear. Our group fell into this trap initially where we would read a clue and just not do anything about it. That is why it is helpful to have at least one "brave" person in the group who can power through the tension and keep your team on track - there is still an escape room to solve afterall! It is important to pay attention to all the cues because they help your progress. Don't hesitate to ask for help - it's part of the experience in a way. Like all their games, there isn't a visible countdown timer (but you can ask for time checks). You quite lose the sense of time in this trilogy - the immersion is captivating! The staff here is amazing! Kudos to the live actor(s)! The acting, timing, and interactions were excellent. And props to all the staff who stayed in character throughout...even before you start your game and still after completing it. I encourage you to interact with them in character as well. Although each of the rooms can be done as standalone, the best way to experience them is to book the trilogy back-to-end in sequence because the story keeps building meaningfully. Great production value, many surprises, properly scary, and the experience stays with you long after you've escaped (in a good way...hopefully).
Timeliner: Train Through Time

Timeliner: Train Through Time

The Escape Game - The Colony

  • Escape room
  • IRL
Prison Break

Prison Break

The Escape Game - CityCentre

  • Escape room
  • IRL
Enjoyed this one! The challenge, the design, the gameplay - made for a thrilling escape room! It's their most difficult room yet and is better suited for experienced players. In the beginning, your team will be split into 2 (not a spoiler). The first part of the game requires good communication between the 2 groups. Ideally, you want an adept player and a good communicator in each group as you won't be able to see each other when you need to coordinate. We loved the design! The prison cells felt authentic and the lighting brought it all to life. The props made sense and their use felt natural. Good immersion overall. The gameplay is partially non-linear at times. The puzzles are a good mix of logic, observation, and exploration. Some of them were quite clever! There are several small, crucial set pieces in the game required to progress which can get easily overlooked. A particular section can get chaotic - communication and awareness becomes even more essential here to not miss anything. The challenge is ideally suited for an experienced group of 4. 5 is fine. 6 is when things can get chaotic, confusing or claustrophobic. See, if you're someone who likes being involved or at least fully aware of what's going on at any given moment, then you'd want a group of 4. Out gamemaster Josh was excellent, enthusiastic, and attentive. His helpful nudges were much appreciated and we felt he was invested in our progress. Apparently, teams request an average of 34 clues in this game! We needed far fewer, but quickly learned that if you’re stuck, it’s best to ask for help - the design doesn’t forgive lost time.
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