Mogollon Monster: Scouting for Arizona's BigfootThe Nemesis ClubEscape roomIRLThe hype is real! Worth a trip from anywhere. Amazing attention to detail that extends into the post- and pre-game experience.
EVIL RobotsThe Nemesis ClubEscape roomIRLThe hype is real! Worth a trip from anywhere. Amazing attention to detail that extends into the post- and pre-game experience.
The Curse of Fall Mountain - Haunted Great Outdoors Ch. IINorth Valley Escape RoomEscape roomIRLSet relies a little too heavily on off-the-shelf haunted house props, and we burned a bit of time on a prominent item that turned out to be a red herring. A fun room but not as strong as Intrepid Explorer or Arizona Steampunk Railroad.
Treasure IslandBrain Games Escape RoomEscape roomIRLLots to do, funny and original puzzles, and great set; the experience was marred by several mechanical and reset problems.
Ghost StoriesBrain Games Escape RoomEscape roomIRLI enjoyed the dark humor of centering a Christmas game around death, but getting puzzles doled out one at a time got to be a little tedious after a while. Some of the puzzles felt more like chores, and many of the stories felt more saccharine than mordant.
Zoe: Reborn Krampus [prev. Krampus' Lair] - CLOSEDEscapade GamesEscape roomIRLOther horror rooms I've done were more nuanced in terms of story and set design. Krampus is a pure adrenaline rush: creepy actor who can abduct you chases you through dark narrow spaces waving a taser (they wave a taser at you even in "no taser" mode).
The Fun HouseCross Roads Escape GamesEscape roomIRLWe had modest expectations for this gen-1 game, but it was a lot of fun--a bright and silly set, a theatrical and goofy NPC, solid puzzles, great sense of humor throughout.
The Last SupperQuest TavernEscape roomIRLOur live actor was a blast--funny and creepy and scary, and really good at improvising. I just wish we had been given more to do with him, a lot of the interaction felt like it was killing time because we were solving the puzzles pretty quickly.
The Bridge BetweenQuest TavernEscape roomIRLA lovely, happy set with lots of fun puzzles. The in-game hinting worked great and added to the atmosphere. But some of the mechanisms needed maintenance--a couple of the buttons were sticky, and there were stuck-on labels that indicated some of the hardware was fussy.
Haunting at Haruka HighOmescape - SunnyvaleEscape roomIRLA fun room, but not as strong as Chaos or Robotopia. Really strong special effects which gave us a few good frights! But the time controls were frustrating: the room has a 30% success rate, but no visible clock (you had to check the time on the walkie-talkie), many long cut scenes you have to sit through, and some goofy time-consuming player interactions. We escaped with seconds to spare; we would have been really sad to have failed and missed the finale. I think the game would be better if it let everyone "win" (e.g. like the story-based rooms in Spain or Montreal). I usually enjoy narrative in games, but this one felt like a chore: a couple of the "puzzles" felt like they were just testing us on our understanding of some exposition we'd just heard.
The Apartment Nextdoor - A Dark ExperienceOmescape - SunnyvaleEscape roomIRLA fun and spooky ghost story. No jump scares. Unlike the other (two) dark rooms I've done, you'll need to find/manipulate some small objects (e.g. keys); fumbling/dropping them could be frustrating. The audio is important but was a little hard to make out in a few places. Another audio issue we had was that the hints from the GM were difficult to hear because they sometimes came from a different room. Afterwards, we got a look at the rooms with the lights on, and they were completely different from how we imagined them!
Evil Dead 2 - CLOSEDHourglass EscapesEscape roomIRLA very slick room with great production values and some special effects that I hadn't seen before. Puzzles and gameplay were fine.
Dive To AtlantisThe Escape Artist - West SeattleEscape roomIRLA fun, ambitious game with theme park and video game elements, but doesn't quite have the budget or design skill to pull it off.
Hope EndThe Ministry Of PeculiaritiesEscape roomIRLTerrific NPC interaction from lobby to end. A masterclass in the art of revealing narrative through interaction design.
Abduction 3: The ExamAbduction 3Escape roomIRLIf you don't care for plot and story in escape rooms, then Abduction 3: The Exam is for you! It's one physical/mental challenge after another in a spare setting. A robotic female voice guides and taunts you, Portal-style. Every puzzle was a winner; we enjoyed it very much. There is some text which is correctly translated; there is not a lot of GM interaction and his English was fine.
DragonBorn: El Hijo del Posadero [DragonBorn: The Innkeeper's Son]DragonBorn Escape RoomEscape roomIRLClearly a must-play: we loved the NPC interaction throughout the game, the storyline was compelling, and the jaw-dropping sets delivered surprise after surprise. Many of the puzzles were wonderfully crafted physical puzzles, some of which required cooperation. Others involved really fun role-playing with the NPCs. And yet it bothered me that there were so many combination locks throughout the game (more than one time the GM would tell us "Right code, wrong lock!"), as well as a standard-issue hotel safe with a piece of paper taped next to it to make the code more interesting; at times it felt like we were playing a gen-1 game.
Noche de Perros [Night of Dogs]Distrito 7Escape roomIRLWe like rooms with unusual themes, and we enjoyed Distrito 7 in Pamplona very much. It works hard (maybe too hard) to have a coherent plot line. It starts off in a realistic-looking bar in a crime-ridden neighborhood in Manhattan, other rooms in the game also have a realistic feel (you can see one of them on their website). Many of the puzzles suffer from the weird logic peculiar to escape rooms but were still quite fun. Afterwards, the GM told us that their goal was to make ordinary items seem surprising; I think they succeeded. It's a 90-minute game and feels like a lot of content; as a team of 2 we felt a little exhausted by the end. There are multiple rooms in the game, but also multiple acts, with different objectives and moods. In addition to the GM helping us, there were some NPCs (human and otherwise). Most of the Spanish text had English translations taped over them and were fine, but we struggled with some of the recorded audio, some of which was in Spanish. There are some pretty easy physical challenges. The GM's English was fine, but he told us after the game that he had actually stopped working at that escape room company a couple of weeks ago, but they called him back just so he could be the GM for us in English.
Yucatán: El último Templo [Yucatan: The Last Temple]Coco Room Zaragoza Paseo RosalesEscape roomIRLYucatan in Zaragoza was yet another Mayan-themed room. A couple of interesting physical challenges and puzzles, but overall the set and the gameplay didn't really stand out for me. The GM's English was fine but she didn't play an NPC. The GM short-circuited a few puzzles for us because we were a little slow and/or only two people. There were several paragraphs of text on a parchment which were in Spanish, but my partner was able to figure it out (we neglected to ask if the lack of translation was just a mistake). This is a pet peeve of mine, but I feel like if you're going to build an ancient Mayan or Egyptian-themed room, you should try to remove at least the obvious anachronisms. Things like buttons and lights that look like they belong on a vending machine, or Allen wrenches taped to the end of an ancient-looking stick.
Roomangie [Room Angie] - CLOSEDIlusiumEscape roomIRLThe game itself starts off in an ordinary-looking living room which reveals some surreal surprises. I wouldn't consider this a top room, but it's fine room to do if you're in town. All of the text in the game had translations provided with one exception the potion instructions which the GM translated for us. Red herrings and a few badly-clued and fussy puzzles were the only blemishes on an otherwise lovely experience.