
NotMegan
26 escape rooms
From the reviews and the introduction we got from the GM, it seems like people come into the room expecting a traditional escape room and are disappointed when it's not that. Knowing it was different before playing, I liked it - knowing it's less an escape room than it is an experiment with video game development. This room has a handful of escape room type puzzles, mixed with a variety of video game elements. Some of these are traditional game elements - things we recognize from games all of us have played at some point. Mixed in are many alternative game elements - things that are less familiar. Instead of standard controllers like we'd see on an Xbox, there are a variety of other inputs that require moving around, using objects in the room to impact what's on the screen, or controlling gameplay using objects you'd never use to control your PlayStation. And while there are several screens, they're highly collaborative - requiring everyone to play a role with real-world elements. While there are some escape room type puzzles in the first half, it's otherwise very different. The key framework of an escape room is usually to get out within 60 minutes - here, it's essentially to rack up the highest score within the time frame of each room. Overall, the room feels like an experiment - one with high production value, but clearly testing some things out that aren't often done in escape rooms. It wasn't my very favorite room, and there are aspects I felt could be changed. But there was a lot to like, and I hope this is room something The Bureau and others learn from and keep trying to perfect with future rooms. I think this room could be a big hit with the right audience - people expecting an immersive video game using non-traditional elements, not people expecting a standard escape room. I'd love to see how this room is received within the video game dev community and how they'd build on it for future game ideas.
Gameplay
The gameplay was most fun in the first area, while some other areas felt more experimental. That said, it was very novel and interesting.
Atmosphere
Customer service
Particularly interesting or different
Yes
Story
Difficulty
Medium
Game tech
Mechanical
Ideal number of players
4
Scary
Not scary
Was anything broken?
Yes
Some of the gameplay elements didn't handle well. The touchscreen in the second space was not very reactive. The buttons in that space were conversely a little too responsive, we kept accidentally double-pressing them. The main element on the right half of the third room was really frustrating because it seemed like an intriguing design, but the input kept getting stuck. In a mini-game that required precision and timing, it was frustrating to lose when the interactive got stuck. All that said, I also understand that the elements in an escape room have to withstand a lot more abuse than most video game elements do, so I wouldn't hold this against them - it's just something to keep iterating on in the next room.
Live actors
No
Physically active
Somewhat
Accessibility
There was one tunnel, but we were given an alternative path if we didn't want to crawl.
Easy to find location
No
Parking
Easy
Safety
Yes








