Let me start by saying that the staff at this location is absolutely top tier. So kind, so welcoming. As enthusiasts, I had a lot of questions and they seemed genuinely interested in connecting and discussing their business. That alone goes to say a lot about how much passion goes into their rooms. And that’s what I will say about this room- the passion was there. The potential was exponential. I just can’t put a solid finger on why I felt let down by this room. After playing wrecked, which I honestly felt is such a strong and well designed game, this room seemed a bit under thought. There are parts of Ghastly that 110% deserve a love review, for starters, the sheer size of it is impressive, as well as the theming. The meta idea of an escape room in an escape room is really clever, especially for enthusiasts. Additionally, their bigger idea to make it a series of interconnected games in the same space is genius. Love the creativity there. The beginning sequence of this room (hallway) was my favorite- the anticipation and theatrics were top tier and set it up so that I had big expectations after that, but I never felt that same high again after that moment.
Here are a few notes I made about what knocked this room down to a like:
• Our in-room actress felt out of place to me and unnecessary. There are two moments that need her there, and while they are a cool idea, I actually felt like they could’ve been done away with for the sake of immersion. She has to assume a GM persona to instruct the players and it felt like the immersion switch was paused momentarily, which interrupted flow.
•The story had SO much potential but ultimately I feel like it was lost between the beginning and ending. The Bagman has some quirks that could’ve made a really really fun hide and seek style game, but there was a cop-out given, and I feel that it lessened the experience.
•The space was not an environment that made it easy to sneak up on someone or be completely dark or enclosed in a way that creates true panic/fear. After the waivers and multiple safety speels about punching actors, I was expecting a terrifying play. It just wasn’t that. It was creepy, but not scary. Maybe the fact that the Bagman can touch you, but does so gently, makes the “what is he going to do next” factor disappear. The novelty of the first kidnapping quickly lost its flair. I think a no touch game would actually be more frightening. Everyone in our group felt this way about the scare factor, which was ultimately a let down.
Definitely still a fun room that I would recommend to people, but I do think wrecked has this one beat in terms of which is the better room. We still look forward to subsequent “parts” of this room coming out and can’t wait to see how the story all comes together.
