This is a stunning game, artistic in every sense of the word. Beautiful, well designed, and challenging. Our actor was great and really brought the room to life. The use of sequencing and building mastery was subtle and brilliant. A must play before Madness and a must play in general.
UPDATE: I recently replayed this game and Madness at the new location. While I do not remember many specifics, the opposing path seemed to match the quality of design of the one I was sent on, and the storyline was in fact far more interesting to me than what I remember from before (one prop in particular was absolutely awesome). Our oracle was absolutely incredible, and it really meant a lot, because unfortunately there were several near-game breaking failures that would suddenly appear and then vanish randomly. This ranged from things not opening to props glitching in certain states to a prominent interface completely crashing and then rebooting, which did impact the immersion a lot (I felt bad for our actress, because it was absolutely impossible to stay in character due to the sheer volume and intensity). In addition, we encountered some issues with the flow - a lot of it was user error, but I do think some improved connections between inputs / clues could be helpful, especially when they don't obviously correlate. Another thing would be improved markings for some props - the set was as incredible as it was before, but some decor seemed to be drawn with marker that was not standing the test of time. It made it hard to distinguish certain clues in the appropriate level of detail. Finally, there is the design of the building. Due to what I would assume was some sort of delay, the lobby and the concurrent game were filled, bunching people up in the lobby and delaying us significantly (thankfully we had nothing booked afterward but we had an exceptionally early flight the next day). As I understand it, fire codes mean the ceilings cannot go the full way up, which adds a lot of extraneous noise from other groups communicating loudly (as one does in an escape room. I know there isn't really a good solution to this, but it was a major point of friction that should definitely be known before hand. While there was a few issues with our second playthrough, I don't want to detract from what Doors has built here. When this experience runs right, it is a massive achievement in artistry in escape rooms. The puzzles remind me a lot of The Room games in their elegance and mysteriousness. Our Oracle played a unique character that wasn't just a gamemaster in a costume, but a fully fledged part of the world (and she played it exceptionally well). Doors of Divergence has a vision for their games that I truly have never experienced anywhere else, and I 100% recommend checking it out. Even if the game is rocky, I trust that the staff will be able to make the experience worthwhile.
Some very clever dexterity tasks and search puzzles that didn’t suck.
Each space had a unique aesthetic totally designed.
While the acting wasn’t as compelling as Madness, the actor and bartender were still incredible.
Particularly interesting or different
Yes
Unique choice points, highly technical gameplay, and actor driven scenes set this game apart.
Probably the most compelling story I’ve seen in an escape room outside of a select few.
While most of the game was medium to hard, one challenge stood out as particularly challenging (and potentially frustrating.
4 was a little cramped but definitely necessary.
More thrilling and dark than scary.
Much more accessible and light-hearted than Madness
There is an actor central to the experience.
Physically active
Not at all
A few dexterity challenges, but nothing requiring an absurd amount of coordination.