j
jphil16
22 escape rooms
I was pretty blown away when I learned of this place since I had no idea it was in development, but apparently I discovered their location two weeks after they opened. Outside of the handful of technical difficulties during our experience this is a great room and I am very much looking forward to going back to do their remaining ones. And nine in total is a lot of rooms for a single location. Design quality was spectacular for even just the lobby. Very sort of posh and high-end feeling and mix mixed with a very kind and welcoming staff. Each one of them was delightfully, awkward in a nervous but endearing sort of way but that’s to be expected when you are a group of people working in a environment like that after only opening a week or two prior. The game itself… It was just two of us, which is the norm for me, but I would probably recommend three or four as it is their hardest room. It is definitely a scarier vibe in theme, but also the number of jump scares throughout the room. It’s pretty excessive compared to most other experiences so if jump scares are not your thing I would definitely recommend having them disable them. The game was mostly linear and followed a pretty consistent storyline. I would say it was a fairly high-tech room with a few analog moments, but as it stands, some of those components were not functioning and required a level of precision that was not feasible. My biggest downside here or piece of criticism, though is the engagement level of the game master and the knowledge of the game itself. If something is malfunctioning during a game, you would expect a game master to be able to know if what was happening were an object placement issue or a malfunctioning piece of technology, for example. Or if there is a projection of symbols and one of them is missing because the projector itself is broken. Then again you should have somebody running that game who can recognize that as well as opposed to offering a clue for that puzzle that doesn’t address the issue. But again, I imagine with brand new companies that these sort of things are pretty common. I don’t think I’ve ever done an escape room right after they’ve opened. The manager did come into the room at the end and I wanted to address all the misfiring and inconsistencies throughout the room that were pretty obvious which she did seem pretty receptive to. It was odd, though that there were no notes or anything being taken from her to write down or address with engineers later that these things were clearly not working in our crucial to the flow and even success of the game. She did offer us a voucher for a free game, which was very nice, but I would’ve liked to see some more notation of the very specific things that we’re not working in that game, especially if they’re gonna be resetting it for another group. Overall, though if I were to take out the inconsistencies with the tech, which seemed like one off, then I can rate this room pretty high. The low lighting is pretty tricky and flashlights are usually never charged in escape rooms, but it was a fun mix of unexpected reveal and a cool storyline and some challenging unique puzzles. I definitely look forward to coming back to do more this location.
Gameplay
Atmosphere
Customer service
Particularly interesting or different
Yes
Story
Difficulty
Hard
Game tech
High tech
Ideal number of players
2
Scary
Spooky
Minimum age
13
Was anything broken?
Yes
Live actors
No
Physically active
Very
Easy to find location
Yes
Parking
Limited





