I feel like every review here mentions it, but the set design for this room is top tier. There were quite a few sets and I feel like, for the most part, the flow between the rooms were good. When you moved to a new set, it fit within the story.
The puzzles were hit or miss for me. I feel like most of the puzzles in the second room were really fun, but went down from there.
There were also broken items in the room. The hallway puzzle had lights that would turn on and off, flicker, etc. which left us puzzled if we were right. We’re pretty certain that, after a while, the GM just triggered the door opening from that puzzle. We had a lock that we were certain was correct that wouldn’t open and the GM had to come in the room and basically twist and yank the lock off, which went above the “no brute force” rule we were given at the beginning (and in most escape rooms).
The communication between the GM and us was lack-luster. They use a walkie-talkie system, but, with the loud music, both sides had trouble hearing each other. I also feel like our GMs weren’t super attentive. We wasted quite a bit of time with the stuck lock, which bottle-necked us because we finished all the other puzzles in the room and what was inside was needed for the final thing to move to the next set.
Some of the puzzles were not super intuitive. No spoilers but there was a moment where you needed to backtrack that wasn’t explained, a puzzle that we unlocked once that should have opened a door that we were told we needed someone to push on (that we then needed to re-complete the puzzle, which took time because it was a sequence of screens that held on the screen for a while. Just a bit annoying and another time-waster).
The lighting could also have used some work in some areas. In the first part of the last set, it was really hard to see what we learned at the end would have been necessary for one of the final clues.
The ending also felt a bit lack-luster as a team who didn’t finish. The GM just came in and tossed down the photo elements. It would have been cool if there were maybe police sirens and a voice like “put down the ring!” Or something in-game that made it clear the game was over and we didn’t make it out.
We had so much time wasted with the broken/finicky tech that made it annoying that we were so close to the end but, honestly, after the explanation of the final room at the end, I don’t think we would have made it out regardless if all our tech worked.
I rate this a like for the set design/story, but I feel like the tech issues and unsupportive GMs made this a lower like for me.

Particularly interesting or different
Yes
Has swearing, drug paraphernalia, mob themed, etc.
Physically active
Somewhat
Accessibility
Rooms were pretty dark at times, some of the rooms were smaller and there were platforms, but any movement between areas I think could reasonably be done by someone with mobility issues.
In a strip mall with loads of parking.