Reviews

Reviews

Servants of Sleight

Servants of Sleight

The Exit Games FL

  • Escape room
  • IRL
Magnifico

Magnifico

Escaparium - Laval

  • Escape room
  • IRL
All the raves about Magnifico set my expectations too high in the wrong places, so I'd like to calibrate your expectations. This *is* an excellent room, and a successful union of escape room with immersive theater. Critically, players are not asked to roleplay-- you are simply people who want to see a show at the circus, and your interactions with the characters stem from that foundation. This makes it easy to talk to the characters and become part of the story. While you'll see actors throughout the game, both interacting with them directly and witnessing conversations between them, they're never present while you're working on puzzles (although they often set them up). There are plenty of high-quality puzzles in the experience that are fun and satisfying to solve, and they're well-integrated with the story. The sets are detailed, evocative, and intimate. None have the WOW factor of many of Laval's other rooms like Forgotten Cathedral (and while the final space is large, it's not a "wow!"), but each had been created with love and evoke a sense of place. Magnifico is a 2.5 hour experience that didn't feel like one-- time flew by. How much you appreciate it will depend very much on why you play escape rooms. If you're there for the puzzles, you'll be satisfied but probably not blown away. Ditto for the sets. If you're there for the story, you may enjoy this room more. The story is handled very well, coming to you in bits and pieces organically. It's treated as theater, and in fact one poignant moment near the end will be delivered to only one person in your group. Looking at what they've accomplished-- how deftly they merged theater with puzzles-- it's impossible not to admire it. But for me, this wasn't the best escape room in the world. It wasn't even the best escape room at Escaparium. But it was still absolutely worth doing. Just lower your expectations from "mind-blowing" to "really good."
Pins & Needles Tattoo Parlor

Pins & Needles Tattoo Parlor

The Exit Games FL

  • Escape room
  • IRL
Le Jour du Jugement [Judgement Day]

Le Jour du Jugement [Judgement Day]

Eliviascape

  • Escape room
  • IRL
Dark Lullaby

Dark Lullaby

Escape Artist Greenville - Hampton Station

  • Escape room
  • IRL
Quest For The Temple of Light

Quest For The Temple of Light

The Keepers of Balance

  • Escape room
  • IRL
Nevermore

Nevermore

Nocturne Adventures

  • Escape room
  • IRL
Abstraction

Abstraction

Eliviascape

  • Escape room
  • IRL
I liked this room, but with reservations. 1) It was much dimmer than it needed to be, particularly in the first two acts (the third act's lighting, while dim, felt appropriate). For those of us with less than perfect eyesight, the lighting made it difficult to see/read important information, diminishing our enjoyment. 2) The second act is incongruous in context of the game. When explained afterward it made sense, but it did not make sense while we were playing. We actually groaned when we walked in, because it was a thematic change we weren't expecting and felt arbitrary. It feels like there's a story beat missing before the transition, where players could get a clear narrative confirmation about what's going on (in case they haven't figured it out) which would enhance the second act by giving players the proper context to engage with it. Even so, the second act feels like it belongs in an entirely different game. We were given walkie talkies as a way to get hints, and we hated it. It was an object someone had to carry and track and was completely unthematic. GMs are already watching us on camera, presumably they can also hear us, they should be able to communicate with us through speakers or some other system in the room without walkie-talkies. 3) There's a neat gameplay mechanic in the third act that we enjoyed, but the end of the game came without warning or narrative setup. We solved a puzzle, and stepped through a door expecting to enter a new game space, but instead... it was the lobby hallway and the game was over. It was sudden and anticlimactic. The game is missing a narrative beat here that wraps things up.
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