This is the newest room at RI Riddle Room, and to be honest I would have much rather they made it into 2-3 escape rooms instead of this one "large" escape room with a lot of empty space.
The concept is interesting but several things about the room just annoyed me that may not bother someone else.
1) For a 90-minute room I would expect more puzzles, instead this feels like it has less puzzles than any of their other four 60-minute rooms.
2) Several if not all of the interactive puzzles/props were made inhouse and none of them were made particularly well or built to last. There are wood Screws sticking out that are meant as handles and are already loosening up. A rotation puzzle that doesn't rotate very well given it is wood on PVC not ball bearings or even evenly cut. A platform on rollers that doesn't roll particularly well even though the solution requires finesse. A puzzle with pegs that don't slide very well and even triggered with the wrong solution. I could go on but you get the point.
3) Several aspects of the game are just designed to suck time, so it takes most of the 90 minutes, perhaps so you don't feel cheated if you beat the game in under an hour. Everything from waiting for interactions with the actors (they were great but most of it wasn't needed) to withholding puzzle pieces until they felt you had completed all of the puzzles you had all the pieces for even when members of your team are standing around looking for something to do or waiting on the actors/characters to do something so you can move on to the next thing. In general, these delays didn't feel they added something and many could be accomplished with less actors or even flashing lights.
4) The room is rather empty. For a "large" game it has a lot of blank walls and empty space. other props that are oversized (one almost comically oversized) just to fill the space. There are thankfully very few things in the game that aren't useful but that just means most of the space is dead, but on the plus size there is a very low chance you will be bumping into each other.
5) Overall, the room just feels cheap. Like it was more about keeping costs down than providing a great experience. Multiple rooms would have cost more, maybe not in people as this game has two actors/GMs, but in design and execution. The puzzles being homemade and having multiple design/execution flaws just make it seem that the choice was made to save money more than to do something more customized.
In summary, the few puzzles the room had were ok, though fighting with some to work was definitely a negative. The kept commenting about what else they want to add to the room over time as if they knew it wasn't finished but opened anyways. So, while it was entertaining and I am glad I did it and did enjoy it, it isn't up to the quality of their other rooms.
I went in very hopeful, and came out entertained but would definitely have trouble recommending it to serious escape room addicts unless they are looking to simple complete every room in the area.
I fully expect this room to evolve and keep improving but it just felt incomplete and tired at the same time.
The most ironic thing about it is that the monster aspect has very little to do with more than 80 percent of the puzzles, and the game could be reworked with a different theme keeping most of the puzzles while eliminating the actors and taking better advantage of the space. Though the actors were genuinely better than any of the puzzles in the game!
Particularly interesting or different
No
Mostly locks and keys with some mechanical and tech triggering with other things seemingly manually triggered by the GM after witnessing their completion.
There really aren't a tone of puzzles but many are easier with multiple people.
Younger kids might get scared.
Nothing bad in the room, but some stuff is higher up or they might not understand it.
Physically active
Not at all
Accessibility
The game is all on one level and is wheelchair accessible but some things would be harder to see or interact with in a wheelchair.