Professor Puzzle: Danger in the Deep | Review

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Danger in the Deep Review | Using all your secret agent training, you need to navigate your way through the deserted sub, crack the shutdown code, disable the warheads, and locate the enemy agent. All in two hours! There are 14 interactive and interlinked puzzles, and the detailed instructions, helpful hints and easy-to-follow game format ensure that both novices and experts are guaranteed an immersive, high octane experience. Let the countdown begin!

Completion Time: 1.5 hours
Date Played: 24th February 2022
Party Size: 4
Difficulty: Medium

From the moment the postman knocked on my front door and handed me Professor Puzzle’s newest game “Danger in the Deep”, I knew this was going to be something quite special. A great quality box covered in bright poppy colours and themed around one of my favourite ‘settings’ for an escape game: the submarine!

For this reason, it took me a little longer than usual to get round to playing it. Since the box was explicitly one-use I wanted to make sure and gather the A-Team over an evening, pour us some ice cold, suitably submarine themed cocktails, and tackle the adventure together. Danger in the Deep was well-worth the wait and an exciting mid-week excursion for us all onto the Retiarius: A submarine primed and armed to the teeth with nuclear warheads. No pressure, hey!

 

 

About Danger in the Deep, the Escape Room Game

The year is 19?? and as the country’s most successful secret agent, you’ve finally tracked down your arch nemesis: Agent Proteus onboard the nuclear submarine Retiarius. But, as your initial mission briefing indicates, it’s a trap and the submarine is being remotely piloted by Proteus. Oops. Your mission is two-fold:

  • Disarm the nuclear warheads
  • Escape the submarine!
  • Track down where Proteus is really hiding

If that sounds like a lot… Well, it is! But you do have up to 120 minutes to complete all your objectives. Though (don’t tell anyone) you’re not actually on a timer, so if you take much longer than this then no stress. But in any case it’s a great rule of thumb to set aside at least 2 hours in your game night and have plenty of snacks handy. Once you’re trapped in the Retiarius, there’s no going back!

Fun Fact: A Retiarius literally translates to “net man” (wow, my Latin classes finally came in use) and refers to gladiators who carry the three-pronged trident.

Danger in the Deep is played in a pretty unique way. At first, I was a little overwhelmed There is a lot in the box for sure! But once you’ve read through the simple, one page explainer it makes a lot of sense. Your box contains:

  • A “How to Play” Guide
  • A “Training Manual” for the Engineering Deck, the Living Quarters and the Control Room
  • Blueprints for the whole ship
  • A deck of cards
  • A UV Torch
  • A field radio
  • A mysterious “do not open until instructed” envelope

 

 

You begin the game by drawing a specific card from a deck of cards, the other side of which sets up your first puzzle. From here you move seamlessly between all of the other materials in the box – from the booklets, to the blueprints, to the other objects as instructed in search of the answer. Once you have your answer you’re looking for the corresponding symbol. You then find this symbol on the answers page, scratch off the foil underneath, an the game tells you which card to draw next.

The story unfolds fairly linearly. You begin in a specific area of the submarine and move to the next sequentially as you follow along via the blueprints. It felt pretty immersive to enter each new area and have a peek into the lives of the employees who worked on the submarine through a series of photographs of the spaces, notice boards, lockers and floor plans. All the while we were grounded with a sense of where we were in the ship and what our immediate objective was. I loved that the game was guided by the cards but otherwise you had a wealth of information to pour over (and spread out within your group) to contend with. We never once felt lost or confused.

 

 

Solving the Submarine

In terms of puzzles, this is where Danger in the Deep really shone! We’ve put this at the “medium” difficulty level as some of the puzzles really clicked right away, others had us scratching our heads for ages – then eventually looking at the clues, and others were a real “aha! That’s awesome!” moment once we finally got them right.

Difficulty aside, what Professor Puzzle does really well is create high quality and incredibly tactile puzzles. By that, I mean despite beginning with a lot of paper, the actions you make and the things you construct with the paper are so utterly delightful at every turn, it’s hard not to smile the whole game through.

There was a huge range in ‘styles’ of puzzle too, meaning quite literally: there’s something for everyone. Off the top of my head we encountered several different types of ciphers, some really fun logical deduction puzzles, plenty of searching-and-finding, some maths, some folding, some map reading, and so on. Every time one of us picked up a new object from the game box and started leafing through it our minds raced at the puzzling possibilities. Little details we’d spotted in the first 10 minutes suddenly came into play an hour later, and we found ourselves returning to different parts of the submarine armed with new tools and knowledge.

My favourite puzzle in the game came towards the ending of the game. No spoilers here, but we finally got to use a fun item that had been staring me in the face for the whole experience. It had a healthy balance of “roleplay”, forcing you to do an action to solve a puzzle which felt like you were really there in the game, and finally tied up those last unanswered questions in a satisfying way.

 

 

Is Danger in the Deep Replayable?

Well, technically no. But I just know this is going to be a “regularly asked question”, so I’ll be super upfront and share my thoughts. For starters, it’s an escape room game so once you’ve solved everything once, you already know the answers! So there’s no fun in playing again, unless you have a really short-term memory!

Secondly, Danger in the Deep requires you to cut things up and semi-destroy other things. Similarly, in order to reveal answers, you’ll need to scratch off little metal panels which cannot be, well, un-scratched.

Is it possible to play without doing these two things? Maybe. Should you? Probably not! To get the best experience, just do what the game tells you to and try not to worry about it. But if you’re dead set on preserving Danger in the Deep (I get it, it’s a beautiful game and I’d love to keep mine too!), then it is possible to photocopy those destructible elements. I’m personally a very careful escape game player and it breaks my heart to destroy anything, so I managed to solve all the destructible parts without cutting up a single thing. The creators don’t recommend it, and in hindsight, neither do I.

 

 

The Verdict

I absolutely loved Danger in the Deep! No, seriously, it may just be one of my game highlights of the year so far. It’s got 5 stars almost across the board from me, and I’ve also decided to award it the special “Puzzle Prize” badge for having some seriously cool puzzles in there I’ve never seen before but were brilliant fun to play.

 

Professor Puzzle’s Danger in the Deep can be purchased on Amazon. Head to this link for Amazon UK.

Please Note: We received this experience for free in exchange for an honest review.

Oxenfree | Review

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Oxenfree Review | Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. Play as Alex, a bright, rebellious teenager who brings her new stepbrother Jonas to an overnight party on an old military island. The night takes a terrifying turn when you unwittingly open a ghostly gate spawned from the island’s cryptic past. How you deal with these events, your peers, and the ominous creatures you’ve unleashed is up to you. YOU determine every aspect of Alex’s story while exploring Edwards Island, uncovering the base’s dark past, and changing the course of your friends’ lives.

Developer: Night School Studio
Date Played: December 2021
Console: Nintendo Switch
Number of Players: 1
Time Taken: 4 hours

I’m so glad I managed to squeeze in one last video game in 2021, and I’m especially glad it was this one. Because Oxenfree has swooped in at the very last minute and takes the title of being my favourite game played in this entire year. No joke! After originally launching in 2016, it’s one of those games that has been on my wishlist for years. With the Christmas break comes more time off to finally work through my ‘to-play’ pile, and all I can do now is regret that it took me 5 whole years to pick it up!

But, it seems like I’ve played it just in the nick of time – for Oxenfree II – Lost Signals is due to release some time in 2022. If you’ve ever wanted to play Oxenfree but needed a sign, this is your sign.

“Alle alle auch sind frei”

Contrary to popular belief, Oxenfree is not about Oxen. You’ll free exactly zero Ox in this short, supernatural thriller. The phrase actually comes from a German nursery rhyme, “alle alle auch sind frei” or olly olly oxen free” here in the UK which loosely means “all are free” in both translations.

This sets the scene for the game which is mixed up in supernatural horror of submarine vessels, abandoned military outposts and lots and lots of lost radio wave signals. You play a group of late-teen high schoolers sneaking off to the abandoned Edwards Island, an old military outpost with no phone signal for an annual party.

With phrases like “supernatural thriller”, “terrifying turn” and “ghostly rift” packed into the game’s description, it’s fair to guess that the evening goes horribly, horribly wrong. The main character Alex quickly uncovers a sift in the space time continuum and lets through malevolent voices of the dead (or undead) leak into the radio waves. The five friends must work together, solve puzzles, and escape the island before dawn, but nobody will return quite the same person they left.

What I wasn’t expecting was just how scary Oxenfree actually is. It’s not your classic ‘jump in your seat’ horror game, but the kind of slow paced but horrific ghost story of Victorian parlour novels. It chills to the bone.

Unlock Doors… With Radio Waves?

One of the cool things about playing Oxenfree from an escape room enthusiast point of view, is how we approach the puzzles. The first thing of note was the method of unlocking the numerous locked doors across Edward Island. That is, by radio.

At the start of the game you’re told by one of the other characters that mobile phones don’t work so everything runs off the radio. As such, you’re given a handheld radio that can receive information. Pretty handy, given there are information boards around the island that can be listened to if only you tune into the right frequency. The radio also picks up all sorts of random chatter, distant waves from the mainland, and snippets of conversation that don’t mean much.

Around halfway through the game you discover a very unique use of your handheld radio – opening doors. It seems as if many locks on the island can be triggered by simply turning to the correct frequency. It’s not a puzzle I’ve ever seen before, but it worked so well in Oxenfree. Your handheld radio becomes not only your only lifeline to your friends and the outside work, but also your skeleton key.

But that’s not all, as a player you’ll also need to navigate through time loops, explore a vast map, recall information scattered to the wind, and of course solve the mystery. There’s a huge mystery at the centre of Oxenfree and whilst there’s no real way to “win” the game, you can certainly lose if you end the game and haven’t fully made sense of what just happened.

Like Ships that Pass in the Night

Like the famous phrase “like ships that pass in the night”, your slow meandering through the world of Oxenfree feels like a ship on the ocean. Your radio is your beacon light, but more often than not lures you into the rocks to crash and die than serves as your saviour.

To give too much detail would spoil the story, but it’s important to reiterate that if you race (or should I say pace quickly) through the game at the minimum (4-5 hours) you won’t get to see the real ending. On my first play through I did exactly that. Followed by lots of Googling questions. I then played Oxenfree a second time, and noticed a lot more and took more time in each location to explore the details. There were questions I hadn’t known I needed to ask, and alternate endings that changed the meaning of the game entirely.

If I had one piece of criticism of the game it would be the pace. Your character walks very slowly. After spending 10 minutes walking to the top of a hill, the characters would have a short conversation and I’d have to turn right back around again for the long walk back. But on the other side, the pacing works so well for a narrative driven game like this. Each dialogue choice you make and each path you take in the game to get from A to B has consequences. As the clock slowly creeps from midnight towards dawn, there’s a sense of timelessness as if the night will last forever.

The Verdict

Oxenfree is an incredibly powerful game and an example of fantastic storytelling in video games. From the gorgeous, moody artwork, to the eerie music that you can’t quite get out of your head even once you’ve put your console to sleep. It’s a supernatural mystery game that will stick with me for a long time.

To play Oxenfree, head to the developer’s website and choose your platform here.

Project Breakout: The Complete Guide

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Project Breakout, the full run-down!

Anywhere that is within ~1 hour drive of Sheffield, we will have looked into whether there are any escape rooms that we are yet to try out. Brighouse is no exception!

The back story of us discovering Project Breakout is quite amusing – it was Sheffield Pride (which explains the face paint that some of our team members are wearing on the below picture) and it was SO rainy. We had a go on a few of the rides (it’s very amusing watching people ride of mechanical bulls in the pouring rain), but then we soon got chilly and wandered back to our house, looking for something to do for the afternoon…

Of course why not have a look into doing an escape room?!

We had done most of the rooms in Sheffield by this point and we were constrained to places that had last minute availability. After browsing the web, we came across Project Breakout’s room: ‘Operation Clearsafe’. We called them up, and got ourselves booked in. Before we knew it, we were on our way to Brighouse (although Al originally said it was in Pontefract which if you know your Yorkshire geography was quite a lie).

Little did we know what we had got ourselves into!
(especially taking two escape room newbies, so sorry guys!!!)

Photo (c) Halifax Courier

Project Breakout: Operation Clearsafe

Welp! We were led downstairs into the basement of the climbing centre where Project Breakout is based, feeling the chilly air surround us as we were taken further and further away from the safe, light, outside world.

In the briefing, we were asked how scary we wanted the room, to which one of our members said ’10/10′. But we soon shut that down and asked for a medium 5/10, which in hindsight was lucky as I think if we had had 10/10 some of our team members might have actually cried!

The premise of this room is: an experimental laboratory which has been testing on animals and humans, and has recently experienced a disaster, and accidentally (whoopsie) let loose all of the test subjects. Of course, this meant a 60 minute count down until the self destruct of the entire facility. Our aim was to get out of the facility (alive) and avoid any unwanted encounters with the mysterious subjects who were said to be freely roaming around. Luckily, we had help from our technical friend, who kept us up to date on a walkie-talkie with the whereabouts of any unwanted guests.

“He’s got a KNIFE!”

This room is very, very creepy. You are on edge throughout, with a creepy soundtrack, the (very atmospheric) actual chilliness of the basement, and many, many dark corners…

Make sure you are comfortable with the people you go in with, as you will inevitably end up grabbing hold of them, or hiding in places that are way too small to fit one person, let alone two, to avoid being seen! One of our team members took the saying ‘hiding in plain sight’ a bit too literally and decided that sitting on the floor with her eyes closed was the best way forward. She then loudly exclaimed that one of the test subjects was carrying a knife (spoiler, he was not) – and then she was pretty much paralysed with fear for the rest of the game.

It’s amazing how well a spooky atmosphere, story and an actor can escalate into something altogether more scary through the participants’ own imaginations!

The actual physical space the game takes place in is vast- it is definitely one of the biggest escape rooms we’ve played, and as such we would highly recommend taking a bigger team to take on this challenge (not to mention the safety in numbers aspect!).

We talk about this game so much, and think it is one of the only escape rooms we would choose to re-play!

These are smiles of RELIEF!

Back again…!

Project Breakout: The Dollmaker

Full of high praise from our first experience at Project Breakout, we knew we had to return! A weekend many moons ago (well, pre-covid so it feels like a lifetime ago) we headed up to Brighouse intending to play one room -The Dollmaker.

This was a dingy, unsettling room, with creepy dolls and plenty of serial killer essentials. It was nowhere near as scary as Operation Clearsafe, but it was quite creepy!

In our team of 4, we settled into a reasonably steady rhythm, navigating the puzzles on offer and taking it in turns to look after Alice when she was jumping at the slightest noise. The room is well suited to a more experienced team, and enthusiasts will find themselves facing some new challenges!

Smiling after playing three escape rooms instead of one WHOOPS

Project Breakout: Project Z – zombies and a secret bunker…

After successful completion of The Dollmaker, we wanted more, and our superb games host kindly squeezed us into Project Z. This room was set in a bunker-one of the best bunker sets we have seen (complete with a secret door none of us saw coming!).

The sound effects were perfect at heightening the immersion, with the zombies scratching and moaning, it was good for keeping you on track (and keeping Alice on edge lol).

We were having a particularly good day when we played this game, and we really clicked with this room and the puzzles.

It is not a scary room, but is effective a creating a sense of unease (Steven was utterly convinced we were going to have a zombie visitor). We escaped in a record (at the time of playing) 26 minutes, but we felt this was a very jam-packed room with some clever puzzles which very much fit into the theme and which we just happened to click with on the day!

Antidote – the cure is always to play more rooms, right?

As we got out in under 30 minutes, Benn (our host for the day) told us we were eligible for a free escape… So we made our way into the Antidote and onto room 3 (thank you Benn for being so flexible!). We were warned that this was their easiest game, but we were excited nonetheless as we knew Project Breakout do what they do very well!

This room starts with a very clever play to spring you straight into the immersive story, it’s something that makes it stand out in our memories for sure.

This room would be absolutely perfect for a beginner group! It cleverly introduces a wide range of puzzles: logic, observation, math, riddle…it was all there, and delivered really well. The storyline was excellent, and we knew our challenge was not to escape, but to solve a bigger problem(!).

Escaping in 22 minutes, we just missed another record!

Photo (c) Tripify

Overall – The Verdict

We love Project Breakout’s rooms. We have had some great days out playing their games and would be super keen to return when a new room opens. We have no doubt that enthusiasts and beginners would find something to enjoy here.

You can book yourself in to play any at Project Breakout by heading to their website here.

Lara Croft statue unveiled in London ahead of LIVE Escape Room Experience

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With just under two months to go until the Lara Croft themed Tomb Raider: The LIVE Experience launches in London and let me tell you we are so darn excited! Which is why when a nine feet tall statue of Lara Croft herself popped up in Camden, just outside one of our local haunts, the countdown well and truly began!

Standing self-assured at the entrance to the attraction, we hope Lara Croft inspires people to embrace their own spirit of adventure as they take on the LIVE Experience.”

Dallas Dickinson, Franchise General Manager for Tomb Raider at Crystal Dynamics

The new statue is a little taste of what to come, and incorporates the hero of the experience, archaeologist Lara Croft in all her glory. With iconic plaited hair and double pistol holders, I’m immediately transported to falling off cliffs over and over again in the early 00s on my first console.

She’s been built in collaboration with Crystal Dynamics and made entirely from sandstone, fitting the style of new experience launching in Stables Market later in the year.

CREDIT: LITTLE LION ENTERTAINMENT

About Tomb Rader: The LIVE Experience

Tomb Raider: The LIVE Experience is an immersive experience like no other launching in April 2022. Created by Little Lion Entertainment in collaboration with Paramount Pictures and Square Enix, the experience brings to life the feeling of playing the famous adventure games for up to 8 players at a time. So far we know there’ll be portions of the experience taking place on on a sinking ship, in the jungles of Costa Rica, hunting for treasure in an ancient tomb, and of course be absolutely packed with puzzles. It sounds like pretty much all you want out of an escape room but with that huge production value we expect (and love) from the creators!

Little Lion Entertainment are best known as the creative team behind one of London’s most popular attractions: The Crystal Maze Experience. Their newest experience will have the same adrenaline fueled energy but will be stepped within the lore of one of the best known gaming franchises.

Whilst not a lot is known about the experience just yet, some of the early concept sketches have been released to the public. From these, we can spot some of our favourite levels and environments and can’t wait to see the full thing in person.

CREDIT: LITTLE LION ENTERTAINMENT
CREDIT: LITTLE LION ENTERTAINMENT

Tickets to Tomb Raider: The LIVE Experience start at £66 per person. They are on sale now and can be purchased by visiting www.tombraiderlive.co.uk 

We’ll see you in the jungle, adventurers!

Royal Museums Greenwich: The Cursed Collector | Review

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The Cursed Collector Review | Someone is trying to break into The Prince Philip Maritime Collections Centre. Is it a thief, and if so, what are they trying to steal? As an undercover investigator you will help the curators find out what is going on and take action … and fast!

An anonymous tip has revealed that a person already known to the Museum is the potential perpetrator. We need to convince Security that the threat is real!

Completion Time: 21:49
Date Played: 17th February 2022
Party Size: 4
Difficulty: Easy

Personally, I love it when museums enter the ‘escape room’ space. Museums are packed with history, fascinating stories and curious collections ripe for converting into an immersive mystery just like this one. I actually hope that more museums will do it in the future – it’s just such a fantastic way to get the general public to engage in a meaningful way with the past and I love that!

The Cursed Collector is the latest in museum-escape room collaboration. It’s also a funny story, because my partner (occasional player 2 in my reviews and UK museums professional) heard about this game’s launch long before I did. We bounce around ideas for museum themed escape rooms from time to time, but one day he turned to me and asked “Hey, have you played the Royal Museums Greenwich one yet?”

Wait what? A brand new digital escape room experience that I’d never heard of?! Well, that had to be fixed at once! And so, pulling together a fantastic team of Al, Ash and Georgie, we booked ourselves in right away.

 

 

About The Cursed Collector Escape Room

The Cursed Collector is a timed digital escape room experience. You’re given a specific time slot and a Zoom link to join 5 minutes before. At your allocated time, you all hop onto the call and are greeted by your host, then in no time at all the adventure begins.

The whole game then takes place over a series of websites which one member of the team is encouraged to share their screen so that all players can play along. The narrative weaves seamlessly between fictional websites, for shady security firms and secret societies and real websites including the Royal Museums Greenwich actual collections! Various pages have audio files, and password protected sections which must be unlocked to progress.

The game centres around a fictional story inspired by those collections, but it does a great job of forcing you to interact with the real exhibits which you can then go and see in person. What a fun blurring of story and truth together! We worked together and dug through layers of maritime history in search of lost treasure. Why? To break a curse, of course!

The whole thing should take an average team around 60 minutes to complete. We were on particularly good form and took just 20 minutes, but equally I’m not sure enthusiasts are the target audience of the game so we may be outliers there.

 

 

Introducing, Our Museum Guide!

In our case, the host (in our case named Victoria) was one of my favourite things about the whole experience. Bearing in mind it’s just a museum (and not say, an escape room company with games masters who have trained for years), our host was full of enthusiasm from the first moment to the last. Due to the nature of the gameplay, we interacted with her only during the intro briefing and the outro, as for most of the game she took a very hands off role. A good thing, I suppose, as we didn’t require any hints! But even at the last moment it felt like she cared a lot about our experience, asking all the right questions about what worked and what didn’t work and what feedback we had. A lovely touch to feel listened to!

I do feel that for an experience like this it is unusual to have a host. Since the whole thing was digital and fairly self-contained, we easily could have played without an intro or outro video (say, just a pre-recorded video and a web-page with hints if we needed them). I mainly mention it because there are only 2 slots offered per evening, but the whole game could easily be a “play anytime” game if players were allowed to start and finish at their own pace without needing to book into a slot. The more players who get to experience this game, the better, right? But hey, that’s just my two pence on the matter! I appreciated getting to meet our lovely host, but the presence of any host was not necessary for the gameplay.

 

 

Cracking Codes and Hacking into the System

In terms of puzzles, whilst they may have been on the easier side, it certainly was fun to whiz through the internet hacking into various login pages and security systems to access information. For the best experience, whilst one person will be sharing their screen – other players should open up the same URLs and have a dig around at their own pace. You never know what you may find.

Some of my favourite moments included ‘hacking’ into a real email address’s inbox, and finding many cool pages on the internet that you’re never quite sure are real or fictional.

There’s a lot of ‘guessing the password for this page’ with a few clues pointing on various web pages. Though these people seriously need to up their security! Haha!

If you enjoy more deductive, mimetic puzzles like that, then it’ll be right up your street.

 

 

The Verdict

I’ll be honest, it’s really hard to grade this escape game as we traditionally do for each review. Subjectively, not my favourite escape room experience. But would I recommend it? Sure!

I think it comes down to the technology. Playing The Cursed Collector reminded me a lot of playing the very earliest games in the Isklander series – that is before they revamped them all into a trilogy. What I mean by that is that it reminded me of the kinds of games that game out in early 2020. Isklander won a lot of awards when it first came out because nobody had seen anything quite like it. If they launched now… Meh.

So what I’m trying to saying a roundabout way is that the style and ambition of The Cursed Collector already feels dated, which is a slight shame given the wealth of resource material a museum like The Prince Philip Maritime Collections Centre has. They could have done a lot more with it.

But here’s the thing, why on Earth would I expect a museum who has never made an escape room before to compete with the established escape rooms that have spent the last 2-3 years fine tuning and honing the digital escape room craft? I wouldn’t. Museums do not have a lot of money, made even worse by the drastic cuts faced in the UK as a result of the pandemic. People aren’t visiting museums as much anymore, and museums need to do whatever they can to secure more income and bring more excited people through their doors – especially young people!

So am I thrilled that RMG created this escape room? Heck yeah!

Should you play it and support them? Absolutely.

I hope that this is just the first of many immersive experiences the team go on to create and I hope they inspire other museums across the UK to follow suite and create their own games.

 

The TLDR; Verdict

The Cursed Collector is fairly engaging and has a great host who guides you through the RMG Collections in search of missing items in order to break a curse. Sure, it’s not the most impressive escape room, feels a little dated compared to other digital escape rooms you can play today, and it definitely won’t challenge enthusiasts, but it’s important to support museums if you can. We’d recommend this for families and kids** who cannot visit the collections in person but want a fun and educational way to engage with the RMG. For the best experience, why not play first, then go visit those very same objects you were working with in the game!

** please note, the website recommends it for ages 14+. We think this game would be fine for players much younger, but do get in touch with them directly to discuss!

The Cursed Collector can be booked by heading to Royal Museums Greenwich’s page here.

Please Note: We received this experience for free in exchange for an honest review.

Hourglass Escapes: NOVA | Review

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Hourglass Escapes NOVA Review | Greetings, crew. Our mission is in great danger. An asteroid storm has disabled our ship–but worse, it damaged the automated drop ship that was delivering the Nova seed. The Nova Seed is needed to terraform Khepri 5, the future home planet of what’s left of humanity! Work together to restore power to your vessel, find the crashed Nova drop ship, and deliver the seed!

Completion Time: 22 minutes
Date Played: 10th February 2022
Party Size: 4
Difficulty: Easy

Hourglass Escapes across the pond in Seattle is one of those companies I will literally never stop recommending. From their consistently high quality digital games, to how much fun we have with our host (usually the owner Seth) each time. Their Evil Dead 2 room was easily one of our highlights of 2021!

So whenever we hear that Hourglass Escape is releasing a new game, you bet we’re first in the virtual queue!

This month the Hourglass Escapes team announced a new ‘play any time’ sci-fi game game: NOVA. In a similar vein to The Navigators and the Call From Beyond, up to 6 players all log on and are immediately transported across the farthest reaches of the galaxy. Our mission, simple! We’re here to rescue the legendary Nova Seed needed to terraform humanity’s new planet. So err, no pressure!

Let’s go where no man has gone before…

Disclaimer, I am a huge sci-fi fan. There’s a reason my username is mairispaceship (that reason being that at the age of 7 I accidentally legally gave myself the middle name “spaceship” but that’s a story for another time). But for this sci-fi loving reason, I’m a big fan of the story of NOVA. It’s probably my favourite thing about the game.

Not a lot of details are given. All we really know is that it’s set in the far future on a spaceship that’s in peril. Cut to sweeping views of your shuttle ship which looks like a cross between The Expanse and Star Trek, and it well and truly affirms your place in the great unknown universe.

Impressive Production Value

I don’t know why on Earth I’m surprised given their track record, but let me just say it again: NOVA had an incredible production value! It was almost like they’d built an entire spaceship from scratch complete with many rooms, hidden passages, and beautiful sweeping views of the cosmos. Walking around- or rather, pointing and clicking in the handy Telescape platform– felt much more like we were playing a multiplayer video game than playing a simple, browser-based escape room.

As a video game designer for my day job – I appreciate that a lot! But it’s also great to see how much love and care the designers have put into the world building. Kudos!

On the topic of ‘Telescape’, the in-browser technology has improved since we last played another point-and-click at Hourglass Escapes. This time our video chat was inbuilt into the system (hooray! No more Facebook or WhatsApp calls in the background!). This ‘Jitsi’ plugin meant that we could see each other and hear each other from within the browser at all times.

One Small Step For Man…

In terms of puzzles, we found NOVA to be quite easy. According to the playtesting, most teams take around 60 minutes to complete, with enthusiast groups coming in around 40.

*pause*

We took 22 minutes!

But I can explain – NOVA is a very non-linear, collaborative game. In each new area you reach there are a number of panels and screens dotted around, each with their own puzzle. With our team of 4 we immediately got into a rhythm of splitting up and solving in parallel. So whereas a room with 4 unique puzzles may easily take 20 minutes (5 minutes each or more), we all solved about one each and raced through each room in no time.

The flip side to that was that we didn’t all experience the same puzzles, which is a downside because the ones I did were a lot of fun and what can I say? I want more!

Each of the puzzles I did encounter all felt very mimetic in the sci-fi universe they’ve created. In short, exactly the kinds of things you would be expected to do on a space ship. Reading radio wave read outs, flicking switches and rewiring the hardware, analysing chemicals, and so on. Nothing challenged us for more than a minute or two and overall – the whole thing felt fun to solve! So no complaints on the difficulty here.

The Verdict

NOVA is another really solid game from Hourglass Escapes and one I’ll definitely be recommending. It’s probably not my favourite game from the company. No, that award goes to Rise of the Mad Pharaoh, but it’s still an all round fun experience with a lot of snazzy graphics and unique puzzles. Those puzzles probably won’t challenge a larger team, but for a beginner room it’s spot on, so definitely one to introduce to your Puggle (puzzle muggle) friends.

NOVA can be purchased and played at any time from Hourglass Escape’s website here.

The Pouroboros Hoard begins TODAY: hunt across London for a treasure chest of real Roman Coins

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Today, treasure hunters in London have a brand new challenge to get stuck into: The Pouroboros Hoard! It’s been a fair few months (or years even) that we’ve had a fun real-life puzzle hunt to get our teeth stuck into. I blame the pandemic. But with spring on the horizon and lockdown finally eased in the UK, bright things may be ahead.

The adventure is brought to you by Enigmailed in support of their upcoming Kickstarter launch, Notable Remains.

The Pouroboros Hoard is a collection of genuine Roman coins, stowed within a unique wooden chest. You need to identify the hiding point of the hoard (which has been signposted) which is in a public space within three miles of Trafalgar Square.

Enigmailed

The new challenge follows the success of the company’s previous Kickstarter: Pouroboros and takes players across iconic locations in London in search of the treasure. However, players can still take part from anywhere in the world (and win!) without having boots on the ground in the UK’s capital.

The best part? More coins will be added over the course of the hunt for each week the treasure remains undiscovered!

The treasure hunt is a series of clues using what3words to encode nine unique locations within London. Once players have cracked the codes and identified all nine locations, the next step is to triangulate the information to reveal the mysterious location of the Pouroboros Hoard.

The nine locations are identified by playing Pouroboros game, which was released this month after the successful Kickstarter run. Whilst this may give early backers a little head start – anybody can get started for free by heading to this link here.

The first person to correctly identify the location of the treasure in an email will win the Pouroboros Hoard! That winner (and the answer) will be publicly announced at the beginning of the Notable Remains Kickstarter.

About Notable Remains Kickstarter

Not a lot is known about Notable Remains Kickstarter yet besides a tantalising image and description, but the countdown is now officially on. What we do know is that it;ll involve maps, remote islands, and of course: treasure!

You can follow their Kickstarter by heading to this link here.

Challenge Accepted!

If yo’re itching to get started and don’t want to wait a single second more, here’s the TLDR handily prepared by Enigmailed:

  • Download this document
  • Follow Notable remains on Kickstarter
  • Identify the nine locations
  • Identify the secret word hidden for each location
  • Work out the order of these into three groups of three
  • Use what3words to identify these locations, and what they triangulate on
  • Email hello [at] enigmailed.com with HOARD LOCATION as the subject line
  • Attach the screenshot, as well as details of the location

Good luck, treasure hunters!

A Fisherman’s Tale | Review

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A Fisherman’s Tale Review | Playing as a tiny fisherman puppet, you live alone in your tiny cabin, oblivious to the world outside. When your radio broadcasts a storm alert, you have to climb the lighthouse to turn on the light! As you leave your cabin with the help of some uncanny sidekicks, you realize what’s waiting outside is not at all what you expected…

Developer: Innerspace VR
Date Played: December 2021
Console: Oculus
Number of Players: 1
Time Taken: 2 hours

In my day job, talking about VR comes up a lot. Big words like “the metaverse” are thrown around, but really what people want to know is what is VR and what kind of thing can you do with it. When these conversations come up, there’s one game I return to over and over again.

“If you want to see what VR can do, play the puzzle game A Fisherman’s Tale”

It’s a phrase I say a lot when talking about video games versus real life brick and mortar escape rooms, but Fisherman’s Tale is a fantastic example of something that simply would not be possible in any other medium. You shrink down and look up at a giant version of yourself in an infinite tessellation of wooden fishermen solving puzzles in synchronised movements. And let me tell you: It… Is… Wild!

Tiny Fisherman Lighthouse Inception

A Fisherman’s Tale is a classic escape room game. You’re quite literally, in a room. Your goal is quite simply to escape. Beyond this, the rest is purely details. But oh what delicious details they are!

The game begins with a lighthouse keeper who wakes up every day and does the same thing. He brushes his teeth, washes his face, and then he sits down at his desk and carves a tiny wooden version of himself and puts it in a tiny wooden version of the lighthouse. That tiny wooden lighthouse keeper wakes up, brushes his teeth, washes his face, and then he sits down at his desk and carves a tiny wooden version of himself.

It’s like Inception, but better.

The whole game’s mechanics from that moment onward centre around the central premise that whatever action you’re doing in your lighthouse, there is a tiny model in the middle of the lighthouse with a model fisherman doing the exact same thing. And, if you look outside your window, there is a giant model version of yourself performing the same actions.

The puzzles are therefore solved with some clever thinking outside of the box. If an object is too small, hand it to your tiny doppelganger, and your giant self will hand it to you. Need water? Flood your model and your own room will become flooded, and so on.

Reality is bended, and to be honest, so is my mind as I play.

Small Actions, Big Consequences

But what’s the hurry little fisherman? Well, there’s a ship stuck in the storm outside and if you don’t get your lighthouse lit in time it could crash into the waves. But what can you do as a tiny wooden lighthouse keeper? Well, you’ll find out just how powerful your small actions can be!

The puzzles in A Fisherman’s Tale were just delightful and the whole experience was made all the better for existing in virtual reality. You have the ability to walk around your space, open cupboards, unlock boxes, and hand things back and forth to the infinite versions of yourself. For the 4 hours you play, you forget it’s a game (until your hip bumps into the edge of a table in real life – OW!).

Like a lot of video games and unlike a lot of escape rooms, although the goal is to escape the puzzles are quite search-and-find. In VR this is a lot of fun and works well, but ultimately you’re rushing around and looking for the correct equipment to achieve your goal. Whether that be opening a can of tuna, building a boat, or reaching a high up shelf.

It Feels Like A Modern Fairy Tale

My favourite thing about A Fisherman’s Tale are the vibes. Or, in common English, the atmosphere and general feeling. There’s something about the game that is so indescribably magical and engrossing, like you’re the main character of your own whimsical fairy tale.

The whole game is a beautifully coloured cell-shaded experience. This is both to be comfortable in VR and to look ‘wooden’ – you are after all made of wood. Each level in the game is structured like a chapter – Chapter 1, the beginning and so on through to beginning, middle and end. Along the way you meet other characters and you even made friends with the gentle, French voice over narrator of the story.

The Verdict

Despite my gushing about the game, A Fisherman’s Tale has one major problem. A huge huge problem…

It’s not long enough.

At around 3, maybe 4 hours if you take your time, it’s over all too quickly. I could happily play this game for months and emerge with a scraggly beard down to my ankles having not encountered a real human being in a lifetime and still be beaming with happiness.

The company is rightfully named “Vertigo” and that’s a little of the feeling you get playing the game. Looking down upon a tiny version of yourself who is also looking down on an even tinier version of himself is a wild feeling. It’s like falling, but falling over and over into a world you very much want to be in.

Once the novelty of sticking your giant head through the roof of your own cabin wears off, what’s left is a beautiful and whimsical tale of a little fisherman in his lighthouse trying to save a bot stuck at sea. I cried, I laughed, and I regret it ending too soon.

A Fisherman’s Tale can be purchased on the Oculus shop here.

The Panic Room: CSI Stranglehold | Review

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CSI Stranglehold Review | Blood has been spilt across the streets of London! ‘The Eastside Strangler’ has yet to be caught, leaving a gruesome trail of bodies in his wake at a breakneck pace. You don’t have much time before he strikes again! Be swift and sure, follow in the footsteps of the previous detective on the case and finally bring justice to his neck of the woods!

Date Played: 2020
Time Taken: ~1 hour

An outstanding example of what a great online detective game should be. A game which will test your powers of deduction which is guaranteed to be a winner with everyone!

Your mission, if you choose to accept it – A string of murders have been committed throughout London, known to have been carried out by the mysterious Eastside Strangler. In an unrelated event, the detective on the case has passed away. You will be picking up his case files, reviewing the evidence and seeing if you can solve the crimes!

We really love the story line. One of the great things that The Panic Room manage to do in all their games, is have an overarching simplicity to their stories. They then build in fantastic detail which provides believable characters and makes their games an experience as opposed to just a series of puzzles – this game is certainly proof of all this!

Another huge positive to this game is the level of audio and video content. The quality is very strong, the characters are given an extra dimension and all of the audio/video clues serve a great purpose in building the gameexperience. Be sure to download the audio soundtrack to play in the background for this game – it adds some great tension! 

In terms of game puzzles, these certainly vary in difficulty which mean that this game can certainly be a real favourite for family, friends and enthusiasts alike! The games are based around the detectives notebook as the primary focus, where he has scribbled and jotted notes. These notes are subsequently reference points throughout the game. We really enjoyed this aspect, as on their own, the notebook “scribbles” mean absolutely nothing – when coupled with the various evidence files, you begin to unravel the crimes and you find yourself with a good number of light bulb moments! All puzzles are brilliantly compiled and stick strictly to the theme. 

As with the other Panic Room CSI games, there are on screen clues available to be revealed if you get stuck or need a subtle nudge in the right direction. The first hint is normally more cryptic, followed by others which are a little easier to follow. This is a great way of pushing you along the game without spoiling it. If you are still really stuck, you can also reveal the answer – but try not to, everything is possible to answer and you will get a much greater sense of achievement!

An honourable mention certainly goes to the finale of this game. Using all your powers of deduction you have to work out the culprit. Over the final few puzzles, the tension certainly ramps up into the finale crescendo. The “pay off” finale video is brilliant and pulls the story together perfectly. 

We think that this a real masterpiece of an online detective game. Filled with great puzzles, stacked with outstanding audio/video content with a fantastic simple, yet highly detailed, story line. Be sure to have a go at CSI:Stranglehold as this is not one to miss! It will leave you gasping for air!  

CSI: Strangehold can be purchased from The Panic Room’s website here.

Ratings

ClueAdventures: Jet 2 Space | Review

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If Space is the final frontier then Jet2Space is a full-frontal fictional frenzy. It’s 2199 and you and your game partner have made the mistake of buying the cheapest tickets to space on the market. Not long after takeoff, you’ll realize that WheezyJet have cut every corner on Flight 069.

Completion Time: 40 minutes
Date Played: 3rd February 2022
Party Size: 2
Difficulty: Easy

If you’re anything like me you tend to save escape rooms until you have friends visiting, or until you can do them with someone who will really appreciate them, or even just feel a little bit of guilt in doing one as a pair. However, ClueAdventures has noticed this niche and created not one, but two two-player only games! I played their first game, “2 Tickets 2 Ride”, at least 3 years ago and it was great, so I was very excited when they announced ‘Jet 2 Space’! I did decide to save it for a special occasion, so moving flat seemed like as good a reason as any!

On a mission to Uranus

When we booked this room we didn’t realise we had actually booked a trip to space, although as this was with the budget space company “WheezyJet” we probably should’ve known what we were getting into. It doesn’t take long before things go wrong, and thanks to certain economies we were left in charge to figure out how to take control of the ship and find somewhere to land safely.

In general, the set was very tactile – there were lots of things to see, do and interact with – any areas that seemed shabby felt purposeful, and I was able to feel immersed in the experience. The decor of the room was a hybrid between an airplane cabin and a rocket ship, with plenty of easter eggs sprinkled about. If it isn’t obvious from the fact you are on flight 069 to Uranus, this game has quite a few adult themes, but I’d describe them as loving and silly, rather than trying to be actively dirty. They also have plenty of very geeky references spread everywhere in a similar style, making this the perfect mix of not knowing whether you’re about to be excited over a Sci-Fi reference, or groan over some sort of phallic pun.

Use the force…(or don’t)

We all know the first rule of escape rooms is that usually force is not required. The same applies to this room, although you are encouraged to “use THE force”…brain force that is!

*insert groans here*

Seriously though, I love the geeky aspect of this room, and it shines through everything they do. The puzzles in the room were all fairly simple and linear – following one after another – so the challenge came not from figuring out what the puzzle was, but from figuring out the solution (imagine a Suduko – you know what to do, but you still need to work to find the solution). Fortunately for us, there was an onboard magazine available (for a small fee) that contained quite a few valuable pieces of information.

Being a small space there were very few hidden objects, so our powers of observation and attention to detail were testing more than our hide & seek skills. There were also no keys and only a very small amount of number locks, because of course, they won’t exist by 2199.

Bumping uglies

Being quite a small space we found ourselves bumping into each other quite a bit, so teamwork and communication are an absolute must. There are a few puzzles that require overt teamwork, and ClueAdventures do a great job of making sure you are switching positions so you don’t get one person doing all the grunt work. I would have liked to see more of this though – many of the puzzles were solved single-handedly, which I think is a shame. Perhaps if they release a third 2-player room they could make it entirely based on teamwork!

We managed to navigate most of the room without incident, which is a shame as I was looking forward to using the help phrase (“Obi Wan, you’re my only hope!”). The hint would (apparently) pop up on the on-board monitor, but otherwise we were left to fend for ourselves.

Accessible boarding

ClueAdventures is based above “The Coach & Horses” pub in Leyton, so while it is great for a pint it isn’t great for accessibility needs. Stairs will need to be navigated to reach the room, and once inside it’s quite a small space, so please check before booking if you have any claustrophobia or concerns about space/temperature. It was well lit, with no loud noises. Hearing and colour perception are both necessities for this journey, although as someone with hearing impairments I coped fine as you just need to be able to communicate with your fellow passenger. There were a few puzzles that required physical dexterity too, although only one team member needs to take on this burden.

The price of a good time

We know that escape rooms can be expensive, and it’s a question within our community about whether it is fairer to price per player or a flat rate per room. Unfortunately, teams of 2 are often disadvantaged by either model which is what has put me off booking a room for two previously.

Despite the fact this room was designed for 2 players only, the price of £35 each still felt quite steep, given most times I’d expect to pay less than £30 when playing with a larger team. It was also a little disappointing as I might expect that from larger rooms with a flat rate (e.g £70 a game regardless of team size), but not one which has been specifically designed for a smaller team.

Even taking away the monetary side and thinking about value…it still feels a little steep. We had a really fun time, but ultimately it was very linear and I didn’t feel I had my money’s worth.

The Verdict

Overall this is a fun and entertaining room, but not complex or engaging to those who are more experienced. I think if you’re still embarking on your escape room journey this is a great room for you, and possibly cheaper and more manageable than other London rooms not designed for 2. However, in the future I would probably suck it up and pay for other rooms in London, knowing I’d feel more challenged and the price would be justified a little more.

Jet 2 Space can be booked at Clue Adventures Leyton here