Detective Mimo Review | There is a bright shining City hidden in the Kingdom of CAT called Shrimp, an amazing place with luxurious facilities such as Cat Beauty Salon, fish café and MEW Bank. Shrimp attracts thieves from whole country. The most mysterious and rich palace called MEW bank is the prime target. One day, a renowned thief proclaimed that he would invade the bank and loot all the gold. Shrimp needs detective Mimo, a policecat who has guarded the city bravely to stop the crime! After conquering obstacles and solving puzzles, Mimo finally met the thief, but, to her surprise, the thief told her another story that will change Mimo’s life forever.
Developer: Omescape Date Played: May 7th 2022 Console: Mobile Number of Players: 1 Time Taken: ~2 hours
When Detective Mimo first came out, I immediately downloaded it onto my phone.
That was around a year ago, and every single day I opened up my games folder (usually to play through the Rusty Lake series, or more recently the Escape Games with their adorable clay-motion style), the masked Cat Thief would be staring up at me egging me on to open up the game.
I knew that Detective Mimo would be one of those games that would become all-encompassing and all-consuming. I’d also heard on the grapevine that it required some outside the box mobile phone mechanics such as plugging your phone in to trigger an action, spinning and rotating the physical device and so on. A game like that couldn’t just be picked up and put down at will in a doctor’s waiting room. Nope, I wanted to sit down and give it my full and individed attention.
That day came on a Saturday morning spent cooped up at home as I waited for my occasional Player 2 to get ready to go out. I had a couple of hours and felt like immersing myself in a puzzle filled world of detectives… And cats!
Everyone’s Favourite Policecat, Detective Mimo
Detective Mimo is an impossibly brilliant game to try to explain. If I had to distill the essence of the experience down to just one sentence… I couldn’t. So here’s the long version:
Detective Mimo is a classic mobile point-and-click escape room adventure with some major twists. Players play as Detective Mimo herself, a cat detective on the case to track down and foil the mysterious Cat Thief’s plans to rob the city bank. If you’ve played any puzzle adventure games you’ll probably know the drill – look for items, solve puzzles, give items to characters, combine items, advance the game and so on and so on. But I’m not giving it the “Wow Award” for being extra innovative for this.
Nope, it’s what happens next that is the star of the show. Without going into too many spoilers, a point in the game comes when the player must start all over again. I suppose it’s not too much of a spoiler to admit since this is the part of the game the company’s marketing focuses on the most, for example, in the trailer. But rest assured that this 50% point is when things start to get really, really weird.
Fourth Wall?! What Fourth Wall?
The first part of the game is really just a precursor to the second part of the game, the point from which the fourth wall is broken and the whole essence of “what even is a game” and “what are we doing here” is cracked wide open. From this point, players find themselves dismantling the video game from the inside out, typing code, command strings, sneaking around hidden menus.
The game developers take full advantage of the medium too. The point-and-click style of gameplay becomes redundant at a point, this time you need to really think outside of the box and figure out what your mobile phone device can do. At times I was holding my phone in the weirdest angles, spinning it around on a table, rummaging around looking for my charger to plug it in, and even using the torch light on the back of it to help solve puzzles.
It was a brilliantly wild ride.
But it’s not all about the puzzles and the quirky gameplay, Detective Mimo is an all round solid game when it comes to the details too. From a lovely, hand-illustrated style of world complete with a whole host of feline characters, to a fun (and often very dramatic) sound track that had my partner asking several times what on Earth I was doing on my phone.
The narrative design is some of the best I’ve seen in any video game for a very long time, and with exciting character arcs condensed into such a short and snappy game, I was hooked from the very first second to the very last.
In fact, I only needed to take one break – at some point my partner was ready to go out and off we went and enjoyed a day of eating nice food and walking around – but the whole time I couldn’t shake that itch of wanting to get back home so I could find out what happened to Detective Mimo. Was she okay in my phone without me? Could I sneak a glance during a bathroom break? This game has that effect on you, and it’s powerful.
As a final note on this game’s extra-gameplay perks, there is a secret level which might just be my favourite puzzle sequence in any game ever. This to say, it’s worth investigating, if you can.
Detective Mimo, for all it’s charm, has shot up to my personal gold tier of “must play” escape room video games and I’m floored that it isn’t more popular and well known within this community. If you only download one more game on your mobile device ever, make sure it’s this one. My best advice? Don’t be like me and wait a whole 10 months from downloading it to actually playing it – carve out an hour or two and play it right away! I promise you.
With such an impressive game from the Omescape Games team, I just hope they’ll work on another one. A sequel perhaps? I’d love to see more from Detective Mimo and her nemeses. Or perhaps an alternate reality detective genre set in the canine kingdom instead?
Whatever it’ll be, I’m eagerly awaiting returning to the fantastically brilliant puzzle game worlds this company creates.
Puzzle Rap Star Review | Crank that beat up, grab the mic and show em’ whatcha got! Puzzle Rap Star is a new puzzle book that will challenge you to prove you got what it takes to level up in the rap game. To play, examine the images and text on each page then bend your mind to crack the codes. You’ll use what you learned to crush your competition in complex meta puzzle rap battles.
Completion Time: ~4 hours Date Played: May 2022 Party Size: 1 Difficulty: Medium
“Rapping” is not a theme I ever thought I’d encounter here at The Escape Roomer. In fact, I don’t know what category to place this in. It’s also not really a genre I would ever go for myself. For this article I tried to come up with some names of rappers in order to make rap-based-puns, but I got as far as “Eminem” then dismissed him as someone whose peak in the rap industry was a decade before I was born…
…All this to say, I know nothing about rap. But what I do know about is puzzles!
About the Puzzle Rap Star Book
What began as a Kickstarter by Jan-Luc of Crux Club earlier this year has now come to life in the form of a satisfyingly weighty puzzle book. That’s no joke on the ‘weightiness’, for this puzzle book contains well over sixty puzzles in it spread across six chapters.
The book has a compelling brightly coloured front cover, but is black and white inside. On the one hand, this is great for accessibility (not a colour-puzzle to be found), but on the other hand makes for grey-reading in an otherwise usually quite colourful genre.
At the start of the book you’re offered a QR code with music to listen along to. It’s just the one song with a general hip-hop beat that does help with some of the rhythm based puzzles, but not my cup of tea so I didn’t keep it on long. At the end of the book, you have your hints. This meant that (besides the QR code) the entire experience was self contained. This worked very well, meaning it’s exactly the sort of book you could bring with you on a long trip without internet connection.
Nothing Rhymes with Puzzle…
I would also say that the language in this book is very much for the American audience. For starters it’s set in Brooklyn, but just the cultural symbols of things like “tater tots” which we just don’t have over here. This proves a problem in a puzzle book as you’re never quite sure what is stylistic rap music language and what is an actual puzzle. Was “tater tot” some kind of cryptic clue I needed to solve? An anagram? A rhyme? Nope, just a processed potato based dish. Whoops! Who knew? Typos aside (for which there were a few I was sure were deliberate, like palendrome instead of palindrome), the language proved exhausting.
The language was a problem for sure, but it raises a bigger problem since most of the book was reliant on specifically slang from a very specific region and era of slang in Brooklyn. If I know one thing about slang it’s that it goes out of date fast. There’s just a few years between my brother and I and the slang we use is very different. I worry that in 5-10 years the sentences in this book I found difficult may become even more so, as they’re removed from the era they were formed in. Or maybe they’ll have a timeless confusion:
“baby-bat saw this bee when taking a spookie dookie. Gotta stay careful cause he couldn’t see, k?”
Whether ten years in the past, the future, or the present, I’m not sure I’ll ever understand that that phrase from the book means.
But linguistic quirks aside, the story follows you, a young rap star keen to make their name in the rap scene. Along the way you meet weird and wonderful characters like “Craz” and “Shotz Doc Menace” ** (whose name flipped between the spelling Shots and Shotz interchangably) and “Buttah Thug” who join you on your quest to find the mystical Book of Rhymes which is the holy grail of rap music – a list of perfect rhymes so that you may “spit good bars” (another amusing linguistic quirk I had to google and I’m sure I’m still misusing it).
Your journey goes through the stages from “Sick Flow”, to “Street Cred” through to “Top Player”, “Dope Hooks” and so on, as you climb the ranks in your own personal rags to riches story. All to culminate in a very sweet ending – one I literally said “Aww” out loud when I finally got to.
Puzzle Your Way to the Top
I’ve said all I can say about the problems of language in Puzzle Rap Star, but now onto the positives – the puzzles! Where this book really shines is in it’s puzzles.
Being set in the rap music world, there’s an abundance of language puzzles – as there should be. I’m a sucker for good ones that revolve around beats and rhythm, and this experience had buckets of them. But it wasn’t all language, there were spatial reasoning puzzles, logic grid puzzles, mathematical puzzles, creative ciphers, and even puzzles that involved some fun physical manipulation of the book. Each puzzle felt well balanced and fit in it’s respective universe. In short, it made sense why I was solving each puzzle, to what ends, and most importantly: it was fun!
With such a varied range, I never once found myself bored. The best thing about the format is how it’s possible to pick it up and put it down whenever you please with easy breaks in the form of puzzle chapters.
One of my favourite puzzles (and this is no surprise if you’re a regular reader) was the “Murdah Board”. Cringe spelling aside, this was your classic logic grid puzzle but was complex enough to be packing a few delightful surprises in it, and long enough to last one evening’s session as I sat cross legged on my sofa, pencil in hand, puzzling through the whodunnit.
Puzzle Rap Star is a puzzle book with a very niche theme, but the creators have managed to pull it off with an enjoyable puzzle game. As I say, it’s never a theme I would personally go for and I can’t imagine that the “escape room enthusiast” and “rap music enthusiast” Venn diagram is larger than a handful of people. Add in the hyper-specific “Brooklyn” rap world into the Venn diagram and your target audience is single figures.
But I commend the creator for doing something that had never been done before!
For me personally, sitting in my apartment on the other side of the world in London, UK with a google search history packed with bizarre slang terms, American cultural icons from the last few days, playing Puzzle Rap Star was… Really weird. I learnt a lot about the culture of rap music.
But the puzzles were a lot of fun. Like, a lot of fun! They were creative and delightful and there were some brilliant moments of “a-ha!”. In particular I loved the use of beats and rhythm. I would absolutely love to see the creators apply the same level of puzzle creativity to a different, more universally accessible theme. Which, apparently the have already with the “Mob Treasure” game I’m very, very much looking forward to.
As a final note, the book is currently available for purchase on Amazon US. Shipping to the UK incurs an additional VAT and Shipping Fee.
Moriarty’s Game Review | Professor James Moriarty invites you to celebrate the finest minds in London by solving his mysterious challenge, which he has personally prepared. Succeed, and he promises to make you an offer you can’t refuse…
Rating: Fun – but for the best experience, wait until lockdown is over Completion Time: 3 hours Date Played: April 2021 ~ April 2022 Party Size: 4 Location: Baker Street, Marylebone, Mayfair
So, I’m probably one of the few people in London who doesn’t generally recommend Hidden City. The company has a very dedicated following of puzzle enthusiasts and most people will recommend them as creators of the very best outdoor walking trails in London. For me, my un-enthusiasm boils down to one very important detail – I played most of Hidden City’s game during the global pandemic.
As I’ll repeat from my other review of The Enchanted Mirror, I had fond memories of playing Hidden City games that involved indoor locations BEFORE the pandemic. These walking games often take you into famous landmarks to discover cool and unusual facts, and pubs and cafes to whisper secret codewords to the staff and receive packs of information. At the end of each Hidden City game players often receive an edible prize. SERIOUSLY AWESOME!
…Except, that during lockdown their trails remained live and bookable, but all of the exciting bells and whistles that make Hidden City so special were removed. For obvious reasons… It was a global pandemic. But without those bells and whistles it became hard to justify the high price on the market. The cost per player was £19, reduced from £25 during the lockdown, which took away the sting a little bit. But, regardless, they’re still on the more expensive side of the London puzzle trail market, and I couldn’t in good conscience recommend them during the lockdown. Another shame, given the only thing us enthusiasts could do during the lockdown was walk around outside…
All this is to say that after writing a review for The Enchanted Mirror (lockdown version), I decided not to make the same mistake twice. Since I knew in my heart that a mid-lockdown version of the game wasn’t representative, I went ahead and booked Moriarty’s Game TWICE. First in May 2021, and then again in April 2022. It’s simply not fair for me to judge a game at a time when the business hosting the game was struggling the most. Companies still need to make money, and I’m glad that selling their treasure trails, even if they were a reduced version of them, meant that they could survive the pandemic and reopen the original, brilliant experience. But I wanted to mention all this as I have a slightly unique view of the game, and I’m reminded of this quote:
“If you can’t handle me Moriarty’s Game at it’s worse, you don’t deserve me Moriarty’s Game at my best”
So, without further adieu, let’s talk about Moriarty’s Game…
About Moriarty’s Game
Moriarty’s Game: The Professor’s Invitation is an outdoor walking trail that sets off from Marylebone and takes around 3 hours to complete. 2 hours if you’re super fast, and up to 4 if you’re not in a rush and want to take in the sights. Beginning outside The Marylebone on Marylebone High Street, the adventure takes teams across London, past amazing sights and down curious little alleyways in an effort to prove yourself worthy to Sherlock’s Nemesis himself, James Moriarty.
To help you out, you have a direct line of contact via text message during the game. I don’t want to give too many spoilers since this game offers several multiple choice elements, but I will say that at any time you’re either talking to Moriarty, Watson, Sherlock, or the Metropolitan Police. That is, depending on whose side in the game you take. This contact is mostly cryptic puzzles for you to solve taking you on a walk. Occasionally your correspondent will send you into a local business:
“Time for you and your team to send the stealthiest of you into the location…”
At each location we would often be handed a physical pack with physical items covered in puzzles to be solved. In our first lockdown playthrough, all of the locations were shut so no packs – all QR codes! In the second, just one of these locations was shut, but a handy QR code sent us a digital version of the physical pack which helped us along our way. We also found ourselves phoning mysterious numbers and speaking or listening to recordings from various characters from the story. All in all, thoroughly immersive. Occasional nods of “make sure you weren’t followed” added an extra dimension of “oh my god those people look suspicious” and hurrying through the shadows.
One thing I did notice about playing it twice and by noticing some other teams passing alongside us, their noses buried in their phones, is that there isn’t just one route to the game. Notably, a few key places and indoor locations must be visited in order to progress, but the roads that take you between those can (and probably will) be completely different from the next team. Different clues, different sights, and different riddles. This surprised me, but also delighted me – it meant that playing it twice felt refreshing, and I can easily see how great this would be to play in competition with another team.
At one point during the game, the second time we played I mean, something really cool happened. We were wandering around a street and one of us spotted something curious poking out of a hedgerow. It was a business card… Sherlock Holmes’ business card. No, seriously. Whilst I’m now quite sure this was co-incidence, since this was not an item we found at any point on our experience (I believe the place that we would have picked it up was shut, and so instead we had another puzzle to solve) it still added a whole new level of immersion that… No joke… Blew our minds! Props to whoever accidentally, or on purpose left that business card tucked into a hedgerow because it was very cool indeed.
In terms of the route, I don’t want to give too many spoilers so I’ll just speak in very general terms – we started near Marylebone in a lovely location next to a farmer’s market. The route took us around Mayfair and up towards Oxford Street and Regent’s Street, finally ending somewhere near Fitzrovia. In short, it’s a very ‘fancy’ area of London and not one I’d normally hang out in but it was great to explore it with fresh eyes.
Team The Escape Roomer stopping for a cheeky drink
Is Hidden City Wheelchair Accessible or Dog Friendly?
One of the biggest considerations when playing an outdoor walking game is accessibility. For this, I’m going to mention two things – wheelchair, and dog friendly, since these are two questions we get asked a lot.
On the first point, our particular route was not particularly wheelchair friendly. We encountered plenty of steps, but perhaps if you get in contact with the team they may be able to advise.
On the topic of dog friendly, being able to bring your four-legged friends is one of the biggest pulls about opting to play an outdoor walking trip over say, a physical escape room. Most physical escape rooms in London will not allow dogs in side – so visitors to the city, plan accordingly!
(As a total side note, if any fellow enthusiasts are visiting the city and need someone to shower their dog in cuddles for an hour whilst they’re in an escape room… I’m your girl!)
When we played, we had a dog with us. I wouldn’t say the experience was or wasn’t dog friendly in either way. There are plenty of locations where you are encouraged to take a seat. At some of the places, we took the dossier with us and went along our way, but I don’t think they would have turned us away if we had taken a seat. The final location insists that you take a seat and this place is dog friendly – they even brought out a little bowl of water for our thirsty four legged friend, which was a nice touch!
So is it dog friendly? Yeah, kinda! Wheelchair friendly? Not particularly.
The first time I played Moriarty’s Game, I didn’t enjoy it. At the risk of sounding like a broken record, it was very expensive, all of the fun things were shut, and our game actually broke towards the end – our texts started going into a loop and the game randomly sent us to the start. We weren’t able to get in touch with anyone from support until days later. Oof, not good.
However, everyone has their bad day. Sometimes that bad day turns into a bad year when the world plunges into lockdown. So, I chose not to review the game at the time, as it wasn’t representative of what people’s actual experience would be.
It seems like waiting for the pandemic to end was well worth the wait, because the experience we got when we were able to book the game a second time was almost flawless. A beautiful sunny day, perfectly working tech, and getting to meet lovely people in fantastic places. We left the experience with a big ol’ grin on our faces and already made plans to book another.
So the verdict? I really, really enjoyed the game. I really recommend it. Despite everything, I am a fan of the company.
Yes, yes, it is still a really expensive game. Easily the most expensive in the market and about the same cost as an escape room ticket. But for that price you’re getting easily over 3 hours worth of fun and you’re getting some lovely keepsakes and pretty fun prize at the end too!
Pharaoh’s Chamber Review | You have successfully passed through all 12 of the black hell gates and are deep in the heart of Egypt’s oldest pyramid in Pharaoh Khufu’s Chamber. Legend has it this Chamber is cursed and all who remain in it longer than 60 minutes will have their souls removed from their bodies and be destined to guard the Pharaoh’s tomb and his treasure for all eternity. You are the 100th raider of this tomb; the 99 that have come before you are believed to have perished in the chamber though no bodies have ever been found. You have 1 hour to find his treasure and light all the flames of the gods in order to escape; otherwise you will, as those before you, be forced to remain at the Pharaoh’s side forever. Are you Ready to Escape?
Date Played: April 2022 Number of Players: 4 Time Taken: 50 Minutes Difficulty: Easy
I’ve heard stories (usually told nostalgically over drinks) of escape room players talking about racing through an easy room then getting stuck on the very last puzzle, watching the clock tick tick tick until the deadline and not escaping and woah- I never thought it would happen to us. Until Pharaoh’s Chamber. Except, we did actually manage to escape. But equally we did manage to complete 99% of the room in record time, and spend the rest of the experience trying to figure out what on Earth we’d missed.
But hey, I’m getting ahead of myself. Let’s talk about Pharaoh’s Chamber in more detail…
Welcome to Escape Rooms
Last Christmas I was super lucky to nab myself a voucher to play at Escape Rooms in the charity auction. Actually, I surprised myself – just a short walk from where I live and I’d never even heard of ‘Escape Rooms’ least of all played there, so I was pretty excited to book my team in! Whats more, we had dinner reserved around the corner at one of my favourite spots (Kin + Deum if anyone is looking for a recommendation). In short, the makings of a great evening.
Escape Rooms is tucked away off a side street in London Bridge, just a stone’s throw from the station and the Shard. When we arrived there was another team waiting in the waiting room to be briefed, and since one of our party was running a few minutes late – they went ahead and briefed both teams at the same time. Our Games Master was the enigmatic Craig who delivered both briefings with gusto and flair, before hurrying us down into our room. I would say we did feel a little rushed, there wasn’t as much banter as I’m probably used to, but I can’t blame them – the site seemed quite busy for a Sunday evening!
From here, we were led into the Pharaoh’s Chamber – a large Ancient Egypt themed room with several doors leading off from the spacious main room. Our adventure begins!
100th Times a Charm!
Pharaoh’s Chamber follows you, the 100th team of adventurers into Pharaoh Khufu’s Chamber in search of his treasure. When our Games Master first swung open the doors, we were greeted by a comparatively quite sparsely decorated room. But, what struck me most was just how large this escape room was! It has one very spacious central area and a number of doors leading off at all directions. Each door is guarded by an Egyptian God – one of those large statues more at home in a museum – and each has a light above it’s head that will turn on when it’s relevant puzzle is solved.
Quite often in escape rooms it’s hard to know if you’ve solved something or not, but Pharaoh’s Chamber is very literal with it. Light on = Solved. Light off = Keep on.
So, solve all the puzzles, find the treasure, and escape… Simple? Right?
The room that followed was incredibly non-linear. I’m a huge, huge fan of non-linear escape rooms, but this one took the non-linearity to it’s logical conclusion. Each puzzle around the room could be solved separately, and there wasn’t a hierarchy of “beginning puzzles” and a “meta puzzle”, nope – you’d be let out once every single puzzle in the room was completed. When our clock started to count down, we all immediately split up and did just that – started to solve things separately. Meaning that for the average team there’ll probably be puzzles one individual will never encounter and vice versa, as each person gets on with their own things.
One thing I would mention here however is that one of our team was an escape room newbie. For this reason I think perhaps the non-linearity didn’t completely work for our team. She admitted post-game that it was hard to keep track of what each of us was doing. And yeah, I get that. We’d got it in our minds to try to beat the record, and so got stuck right in. But for someone with less escape room experience I can definitely see that it’s hard to know where to begin or indeed, what is happening at any given moment.
Crack Khufu’s Codes
In terms of the puzzles, they were fairly satisfyingly easy all round. There was a mix of brilliant little puzzles that fit very well into the environment of ‘Ancient Egypt’ which I enjoyed playing through. Others were a little more tenuous, such as pressing electronic buttons or cipher and letter puzzles. Overall, I felt that the puzzles, though fun, didn’t completely fit in the world. Nothing was uniquely Ancient Egypt – not the decorations nor the puzzles, and instead it felt more like a generic escape room with a theme loosely added. Pros and cons all round.
That is to say that one of the puzzles I encountered was easily one of my favourites – but then, I love a good word puzzle! Haha. In this particular puzzle, as I’m tempted to do in any newspaper-style word puzzle over my morning coffee, I spent reverse engineering it to get the answer. I was absolutely sure I’d solved it correctly but with the wrong method, but later our Games Master explained that nope, I’d done it the most common way. It felt like a big difficulty jump from the others, but it goes to show that there’s something for everyone in this escape room. Also, I got to feel super smart for a hot second. Win win!
The Games Master delivered clues via a walkie-talkie in the room, if we needed a clues we could ask. If he thought we needed a nudge in the right direction, he would suggest one. He did so with remarkable frequency, but we were very careful not to ask for a “Clue”. Teams who ask for clues are not eligible to be on the leader board, but those who get nudges or hints are okay. We’d made up our mind during the briefing to try our best to get on the leader board so we did not ask for any clues.
That said, we didn’t make it onto the leader board as we were tripped up on one tiny detail – an object not correctly placed somewhere that hadn’t triggered the mechanic output. So when we were sure we’d finished the room (in record time), our Games Master chimed in on the walkie talkie that we’d missed something. Cue 25+ minutes of wandering around the room trying to figure out what we’d missed. Boooo, no leader board score for us! In hindsight, we should have taken the clue and gone to dinner earlier.
Pharaoh’s Chamber first came out in 2014 and I have absolutely no doubt that it was a fantastic room then. In fact, I regularly read other escape room blogger reviews and that seems to be the consensus – when it launched a lot of people gave it an easy 5*s. Wow, when it came out I was still a teenager and at least 5 years from my first escape room… Fast forward 8 years, and the room does feel very dated. Slightly tired, sparsely decorated, and a host team that felt quite rushed and keen to get us through the room and out.
I just wish I’d played it when it first came out, because I would have been absolutely blown away by it! I can tell it’s got charm, and I don’t fault the room or the team in the slightest, I’d just love to see the creators use the space and create something even more exciting with all the learnings the UK escape room industry has had in the past 8 years. It’s a well-loved site, and I’ve no doubt it can be a top enthusiast spot with a little more TLC.
Since I didn’t pay full price for this, and managed to support a good charitable cause in buying the voucher, I’m not mad in the slightest. It was a great time for a fraction of the full price and we will definitely return again to try out the rest of their rooms. Maybe next time we’ll earn our place on that coveted leader board!
Pharaoh’s Chamber can be booked at Escape Rooms in London Bridge by heading to this website here.
Earlier this year Professor Puzzle, the UK based puzzle game company, launched one of the snazziest looking escape games in-a-box we’ve seen in a while: Danger in the Deep. Set on a submarine, players are instructed to “navigate your way through the deserted sub, crack the shutdown code, disable the warheads, and locate the enemy agent. All in two hours!” You can read more about what to expect in our latest review, or head directly to Amazon to pick up a copy for yourself!
We recently had a chance to catch up with James and Elliot, two of the game’s creators to find out more about themselves and what exactly goes in to creating a game like Danger in the Deep. They’re both incredibly busy working hard on designing some fantastic looking games for the future and so we’ve tried to limit this interview to just a few key questions about their most recent game, Danger in the Deep. Though believe me, I could pick their brains for hours!
Meet James, Game Designer at Professor Puzzle
Mairi: Hey it’s so great to meet you both! Please could you introduce yourselves?
James: Ooh, shall I go first?
Elliot: Yeah, I mean I’ve never heard you say your name-
James: It’s James Smith, and we’re not just colleagues but actually long time friends as much as it pains Elliot. Haha! I’m the game designer for Danger in the Deep, so I wrote the story, designed the puzzles, and so on. I joined Professor Puzzle about two years ago, I spent the first summer tweaking a couple of their existing games, but Danger in the Deep was the first time I got to work closely with Elliot!
Elliot: I’m Elliot Humphries, a senior designer at Professor Puzzle. I’ve been with the company for over 10 years, from back when we were just a couple of guys in a room above a warehouse selling metal and wooden puzzles. But over the course of those 10 years we’ve grown from 4 or 5 people to well over 50 of us now! I’ve been involved in the design for a long time, but the escape room games only began around four years ago. That’s what I’m focusing on now. They’re pretty cool because they take the “Puzzle” part of the Professor Puzzle brand but make them a bit more relevant for the modern consumer compared to the puzzles we created 10 years ago.
Meet Elliot, Senior Designer at Professor Puzzle
Mairi: Oh wow, a long time! How did you both get into the puzzle game industry?
James: Me? Definitely not a typical trajectory. I graduated from studying Classics at university… So I’m responsible for 100% of all Greek and Roman references in Professor Puzzle! Then I worked at my local council for about 7 years, and another local council after that. I’ve always been into games, and one day Elliot suggested I come to work for Professor Puzzle. Back then the company was just beginning to focus even more on the escape room games. The thing that appealed the most was the writing aspect of it. So making something that’s not just a pick-up and play game, but a whole story you’re experiencing through the game. That’s sort of inherent in escape rooms in general and I wanted to take our boxed escape room games in that direction.
Elliot: As for me, I joined Professor Puzzle right out of university. I used to live in this small town called Shepperton and that’s where Professor Puzzle first started. The team was a five minute walk up the road, which was basically the other side of town! I started out helping with filling out invoices, helping at the warehouse, and then it became more and more about the design. I very much fell into it but it aligned so well with my sensibilities and that’s what’s kept me here for so long!
Mairi: Cool! And what kind of games inspire you both?
James: I’ve played a lot of Exit and Unlock games! They’re consistently good and very concise – I think my first one was the Pharaoh’s Tomb. But beyond escape room games I play a lot more video games than I do book or tabletop games to be honest. One of my biggest inspirations behind parts of Danger in the Deep was a fantastic video game by Lucas Pope called Return of the Obra Dinn. I think it’s the best puzzle game since Portal. Now I don’t want to give away too many spoilers but one of the puzzles in Danger in the Deep which I call the “Chain of Command” puzzle was inspired by Return of the Obra Dinn. Originally that puzzle was going to be the big finale, but as we came up with more ideas it evolved away from that and now it sits comfortably in the middle.
Mairi: How about you Elliot?
Elliot: Same actually, I’ve done a lot of the Unlock! games and I find those really fun. I do those with my wife and they’re not too hard, not too easy, nicely in the middle! Haha forgive me, I’ve got a little left over brain fog from covid, so the thought of doing one of the more difficult puzzle games out there and expending the brain power needed to solve them terrifies me!
Elliot: One game that really jumps to mind is again, like James, a video game. It’s It Takes Two – from a co-operative angle I thought that game was amazing, and I think that’s something we try to put into our games too. We want to give players stuff they can do together. We’ve even written the words “Collaborative Escape Game” on the box! As you know there’s three books in Danger in the Deep and players have to work together collaboratively as they work through all the information – someone has one piece of the puzzle and another person has another piece of the puzzle, and so solving Danger in the Deep requires a lot of collaboration and communication.
Elliot: From a design side haha, I don’t know. I’m probably the worst (or the best) at pulling inspiration from lots of places and putting strange visual references in these games and hope nobody pulls me up on it!
James: Elliot’s also got a reputation for sneaking himself into every product in the Professor Puzzle line! If you look closely you’ll probably find a photo of Elliot in there somewhere!
Elliot: Haha yeah, there’s only a small handful of games where I’m not in them in some way.
Mairi: Yeah I spotted those, are all the photos of the crew members in Danger in the Deep your colleagues?
James: Mostly! There’s one or two who were stock photos. Originally that puzzle was going to be illustrated, but then Elliot came back with a “What if we do a photoshoot?” It was unfortunately in the middle of the COVID lockdown, so we had some challenges there. The crew members you see in the game is everyone we could get into the office.
Elliot: I ordered a load of boiler suits too, all mediums and large, then two of the guys who I asked to come in are six foot four and they didn’t fit in anything!
James: In the end it was a ‘each person in front of a green screen’ sort of thing. Everyone’s a colleague except for two of them, the commander and the captain, they were stock images-
Elliot: Stock images, but they were your body! I just put an old man’s head on James’ body and no one could tell!
James: Haha, I’ve got the body of an old man!?
Danger in the Deep Puzzle Design – Before and After!
“If we put a detail into the game, there’s a reason!”
Mairi: So tell me more about Danger in the Deep! Where did the idea come from and how did you bring it to life?
Elliot: Ooh, big question! So with any new game we really start with the rough idea then start making loads of lists and ideas. We had the central idea for a submarine, so we knew we wanted a blueprints or a map, then it was a case of thinking “Ok, what is in a submarine and what can we make puzzles out of?” We come up with a quota for how many puzzles and what we want out of them.
James: We always start big and need to cut it down so that we’re left with the best stuff!
Elliot: From there we build a narrative flow diagram which is useful in allocating the story beats, such as where puzzles happen, and making sure it’s evenly paced. A flow diagram is a great visual way of telling how and when things interlink. Over time we build up these really crazy maps!
James: It can be a mess for a while but it gets better. It’s super important to establish that theme right at the start too. So it’s not just the setting. We began with ‘submarine’ but there were so many directions it could have gone. It could have been like you’re on the HMS Belfast in London and you’re stuck on it for example. The angle we went with was inspired by James Bond with a dash of The Incredibles as well. That vibe can really inform the puzzles that go in the finished game, so when you go “it’s a spy thriller on a submarine” you’re not just looking at mechanical wiring puzzles, you can have decoding puzzles, you can shutdown nukes, and use gadgets to investigate and interact with the submarine.
Elliot: From a physical standpoint as well, when we were designing Danger in the Deep we had a specific box format to work to with the internal tray fittings the same as the Starline Express and The Grand Hotel. So we thought “what can we do with this?” and started to think about all the things we could fit in and hide into the space.
James: One of the key things for us to to make sure everything has a purpose as well. That’s something we did with this game, a lot of the little details in the booklets and on the box give clues as to how to solve puzzles. There are many puzzles in there that can be approached in different ways too. One player may not pick up on all the details, but if we put a detail into the game there’s a reason. I won’t give any spoilers so let’s just say there might be more than one way to solve a puzzle!
Danger in the Deep – Behind the Scenes
Mairi: What’s coming next for Professor Puzzle?
Elliot: We finished work recently on a new game set in a Gothic castle called “Curse of the Dark“, or as I like to call it, it’s internal codename which James absolutely hates is “Spooky Castle”
James rolls his eyes and laughs.
James: So, many of our upcoming games follow a similar format, they’ll be tile based, have a scratch off symbol hint system, have a series of books, and a big centrepiece- like the blueprints. Curse of the Dark is a much bigger game. In Danger in the Deep there are 22 cards, in Curse of the Dark... Let’s think… There are about 60, 65 odd cards. So it’s big, really big! We’re really proud of it!
Mairi: When is Code Spooky Castle– haha I mean Curse of the Dark due to release?
James: We hope we’ll have the finished product back from the factory by April-May time, but it should be in stores by late May.
Mairi: Any others?
James: There’s also a kids escape room game launching this summer set in an aquarium, for ages 8 – 12, again I can’t give an exact time but very soon!
Elliot & James with their upcoming game, Curse of the Dark!
“Make games you’d want to play, make them good and be proud of them.”
Mairi: Okay final question, what advice would you give to somebody who wanted to create puzzle games like yours?
James: Big question! So I suppose we both kind of fell into this ourselves, but my biggest advice would be simple: Just make stuff!
Elliot: I’d also say it’s really important to make things you’d love, or games that you’d want to play. With Danger in the Deep we really wanted to create this game, but a few people had some uncertainty about the theme. We were like “I don’t know if this is going to be a success, but look we’ve got this really good idea and if you let us make this it may not sell well but it will be good.” As a creative person, you obviously want things to sell really well, but more importantly you want them to be good.
James: Yeah absolutely. Make games you’d want to play, make them good and be proud of them. One more thing I’d add is that our first versions of every game were on Word documents and Excel. They’re just scribbles, drawings on a whiteboard or silly cartoon people doing poses. Point being, you don’t need the best tools or funding or a factory to produce your game, your first version can be on paper and card and whatever you can find around your office. Don’t be afraid if the first version is rough. Nobody, certainly not us at Professor Puzzle get it right the first time. You go over your game with a fine-tooth comb and keep improving it.
Elliot: Yeah nobody springs into the world fully formed and makes a perfect game the first time. And if they have then they’re incredibly lucky and they probably won’t be able to replicate that effort the second time round. So yeah, just get out there and make stuff with confidence!
A huge shout out to James and Elliot for taking the time to chat to us. If you’re interested in checking out Danger in the Deep, you can head to Amazon – don’t forget to leave a review!
Greenwich and the Time Machine Review | Ahoy, me hearties! We need pirate adventurers for this self-guided treasure hunt around Greenwich. Hunt high and low through the riverside borough of Greenwich and reveal stories of its rich maritime history (including the famous Cutty Sark – the last remaining tea clipper)! There’s green, there’s mean, and there’s a time-travelling machine!
Completion Time: ~2 hours Date Played: 23rd April 2022 Party Size: 2 Location: Greenwich Difficulty: Easy
Looking for a family friendly outdoor puzzle trail in London (or even around the UK for that matter), look no further than Treasure Trails!
Treasure Trails was founded in 2005 and is a company I have personally grown up with. In fact, no family holiday was complete without my mum downloading and printing a treasure trail booklet to the local town or countryside spot we were visiting. Despite the ever-obscure areas, Treasure Trails was reliably there.
But despite my fond memories, they’re not just for kids. On a sunny Saturday morning Georgie and I got together in Greenwich – a location a short boat ride away for the both of us, to take on one of London’s most popular Treasure Trail to find out what it was like playing ‘as a grown up’. And let me tell you, it was still just as brilliant as the first time, many years ago.
In London there are around 62 Treasure Trails available – either as a printed booklet shipped directly to you, or as a PDF download. One of the most popular London trails is Greenwich and the Time Machine. We opted for the print-at-home version and in just a few minutes, off we were!
Hunting for Pirate Treasure in Greenwich
Our mission began near the Cutty Sark, an old tea clipper moored in Greenwich. We needed to team up with a time travelling expert, Merri Deehan, to go back in time and rescue an historical ring from an evil, time travelling green witch. The ring, banished somewhere in time and space was our only key to ‘saving the world’ – or something like that anyway. The important thing to know was that we were on the search of treasure lost not only spatially, but temporally too. Along our way we’d be accosted by the green witch and her minions, but not to worry. Georgie and I were on the case!
The game requires a printed out piece of paper – or the booklet – and follows 18 clues around Greenwich, each split into “Directions” and “Clue”. At the end of each “Directions” we’d find ourselves at a new location, then had to solve the “Clues” to get a location. This location could be found on a map that was handily included at the back of our booklet. Every location you cross off is a location the treasure is definitely NOT buried at. Leaving you with the true location by the end of the trail. Don’t forget to bring a pen to cross off each location as you go!
Merri Deehan… Wait, why does that name sound significant?
Greenwich is famous for a lot of things but above all it’s famous for being the home to the Meridian Line. You know, Greenwich Mean Time, the solar time at the Greenwich Royal Observatory. I’m no historian, so I’ll let Wikipedia do the explaining on this one:
As the United Kingdom developed into an advanced maritime nation, British mariners kept at least one chronometer on GMT to calculate their longitude from the Greenwich meridian, which was considered to have longitude zero degrees, by a convention adopted in the International Meridian Conference of 1884. Synchronisation of the chronometer on GMT did not affect shipboard time, which was still solar time. But this practice, combined with mariners from other nations drawing from Nevil Maskelyne’s method of lunar distances based on observations at Greenwich, led to GMT being used worldwide as a standard time independent of location.
Point being, if you’re interested in the history of time, then this is a fantastic place to explore. We spotted a lot of cool clocks and even got to stand on the meridian line itself, how fantastic?!
Georgie standing on the Meridian line in Greenwich
But beyond the historical significance, Greenwich is a really lovely area of London and one I’m not used to exploring. It was a beautiful sunny way with boats floating lazily up the river, and a fantastic view of London in all directions. The houses we passed were gothic and dramatic, and the food at the various markets and pubs delicious. Treasure Trails or not, visiting Greenwich is a must-do for anyone visiting London, and we can’t think of anything better than to spend your time there solving puzzles.
For Kids, or Adults?
The whole thing errs on the side of fairly easy, and definitely won’t challenge an escape room enthusiast – but the real joy to playing a Treasure Trail isn’t being stuck in with difficult puzzles and riddles, it’s being able to take the route in your own pace and see the sights. We particularly loved being able to stop at any cafe we liked along the route and even take a detour into some of the fantastic museums. In fact, if you wanted to you could break this walking trip up into several days. There’s nothing stopping you and that’s nice.
With that in mind, we’d definitely suggest this is a game more targeted towards young people. We both remarked that it would be good for kids aged 6 – 12. A great way to introduce little ones to the wonderful world of puzzling but definitely still fun enough to capture the interests of players up to 12. On the route we spotted several other teams also playing the game and most of those also had young kids with them. Between us we were mid-20s, and we loved it though, so it just goes to show!
Although to say it’s easy would also be slightly unfair as we did get a little stuck on a few moments. However this was largely on the “Directions” side rather than the “Clues”. We also finished the Treasure Trail with *gasp* two locations un-crossed-out on our treasure map, meaning we couldn’t definitively decide where the treasure was buried. Whoops – we’d missed a clue! But thankfully taking plenty of photos of all the spots got us back on track to the correct answer.
A word of advice to prospective players – the locations tend to be quite close together, so if you go too far down one route and don’t come to a solution, it may be worth doubling back on yourself!
Anything by Treasure Trails is pretty much guaranteed to be fun. You know exactly what you’re getting – several ours of exploring a fun location packed with puzzles and little clues that revolve around the local landmarks.
In playing the Greenwich trail, I see why it’s the most popular. Some of the sights it took us around were lovely – brilliant coffee shops, a bustling market, a fantastic view of the city, and even some stops for museums. It was quite literally a perfect day out. We’d never have walked that particular route together if not for the trail and for that I’m super grateful. It’s reliably good fun for kids and adults alike and I’d definitely recommend it.
This summer London comes alive with a whole host of brand new not-quite-escape-room immersive experiences. From the Gunpowder Plot, to The Burnt City, and now the very latest: Tomb Raider the Live Experience. This week we were invited along before the doors officially open to try our hands at being Lara Croft for ourselves.
It was time to put on our shorts, tie our hair back, and leap into the action!
Photo (c) Tomb Raider the Live Experience
What is Tomb Raider the Live Experience?
First and foremost, what actually is Tomb Raider the Live Experience? To be sure, it’s not an escape room. Well, not quite anyway.
You and a team of up to 8 intrepid explorers (note, non-exclusive bookings) join Professor Lara Croft on an adventure that’ll take you quite literally around the world. You’re part of her university course and as her top 8 students, the fate of the world is in your hands! But beware, there are nefarious forces working against you.
Starting in Professor Croft’s study, you’re sucked in a whirlwind of adventure, first travelling to an icy cabin in Finland, then into a dangerously sinking ship, before disembarking (by portal, of course) into the heart of the jungle in Costa Rica. Throughout your adventure your goal is quite simple: Recover as many ‘Relics’ as possible. These relics are small orbs that fit within the palm of your hand. The maximum you can get is around 16.
In our particular team, including us at The Escape Roomer and our new friends at Scare Tour, we managed to complete the challenge with a respectable 8 relics in the bag. Enjoyably, we also managed to complete several ‘hidden’ tasks, which was a very nice reveal by our host at the end – but no spoilers as to what those are, you’ll just have to wait and see! 8, or 16… It’s no easy feat! Different relics pose different challenges and some of those quite challenging indeed.
The main way players obtain relics is by solving escape-room style puzzles. Here at The Escape Roomer, we were big fans of these. We only wish we had more time in those sections of the game! Players can also expect to find them hidden around in odd places, as well as the chance to complete physical challenges to obtain those oh-so-shiny relics.
So is it an escape room? No, not really. You’re not escaping, you’re going on a scripted adventure. In some rooms there are puzzles to solve and goals to complete, but it’s a lot more than an escape room. Let’s get into that further.
Photo by Us
Crawling, Zipping and Leaping!
The best thing about Tomb Raider the Live Experience is the physicality of it. There are very few other experiences that require you to get quite so ‘down and dirty’ than this one- and yes, I mean that quite literally! I’m still brushing off sand from my knees and finding bits of bark in my hair a day later! Each time we rounded a corner and found a new, exciting looking physical challenge, my heart fluttered a little. What would they expect us to do next? Jump from a high height, fire another weapon, or get down on the floor?
For this reason however, there’s a big ol’ note on accessibility to mention. Whilst the best source of information is their own FAQ, our impression is that the experience as a whole isn’t suitable for folks with accessibility needs, or folks who might be pregnant. If any player does have any accessibility need and would like to to skip a section the actors are on-hand to help a player through or bypass it for them entirely. So, yes, you could skip whole sections. But since this is the centrepiece of the whole experience, you would be missing the star of the show!
Still unsure? From the main lobby there’s an enormous window overlooking the most physical part of the experience and all but a few of the ‘most physical’ challenges are visible before you even take part. So you could decide ahead of time what you’re comfortable with and what not.
For a spoiler free list of what physical challenges to expect – highlight the below:
A zipwire (~2m tall, 20m long)
A leap of faith, forwards or backwards (~2m tall)
An army-style obstacle course involving crawling and climbing
Ducking and crouching
Firing a bow and arrow
Crawling through a pitch black tunnel with stairs
Photo by Us!
…And Solving Puzzles?
As this is The Escape Roomer, we’re always looking out for fun puzzles to solve. Tomb Raider the Live Experience has plenty of them. In fact, too many puzzles as there was definitely not enough time to solve everything.
For the average escape room enthusiast, this may leave a slightly bad taste in your mouth. Since this is a timed event you’ll be able to spend no more than 10, maybe 15 minutes in each location and after interacting with the actor(s) in the room, there’s not much time left for solving puzzles. Each location can cater for up to 8 players at once, so whilst the spaces are large, a lot of people may be crowding around one thing.
Over the course of the entire experience, I solved one puzzle in it’s entirely. It was a great feeling. There were a further three that I was able to engage with but did not have enough time to solve. At one point I held a 4 digit lock in my hands and was just about to enter the last digit when the actor came over, took it from my hands, and hurried me along. Noooooo- I stare wistfully at the relic in the box just seconds away from me claiming it. For this reason I mention again, it may leave a slightly bad feeling for escape room enthusiasts, because we are enthusiasts because we love to solve puzzles. Being shown puzzles and having them whisked away wasn’t as fun as it could have been.
Photo (c) Tomb Raider the Live Experience
“Everything lost is meant to be found”
I am sure that fans of the Lara Croft franchise will love this experience. Personally, I’ve never played any of the Lara Croft games and so I don’t mind admitting that a lot of the story was lost on me. At any given moment, I wasn’t completely sure what was going on – and I could tell that I wasn’t alone. In our team consisting mostly of strangers there were more than a few blank looks as the actors asked us a question and we weren’t sure what or how to reply. Simple things like who we can trust and who we were up against might have done with a little more explaining – but as I say, hardcore fans familiar with the ins and the outs of the franchise likely won’t have that issue.
Part adventure game, part scripted – there’s a lot of actor interaction and each person we met along our journey played their role with gusto and enthusiasm! One or two actors perhaps a little too enthusiastically as increasingly aggressive orders were barked at us when we weren’t sure what we were supposed to do, but I’ll not fault the actors for teething issues on the first night.
Overall, we did had fun at Tomb Raider the Live Experience. It is a very physical experience with an on-site bar in a prime London location, making it a good spot for teambuilding activities or birthday parties. Tomb Raider the Live Experience comes in at £77 – £99 per person, though if you’re lucky you might just nab a “super off peak” ticket for £66.
Since we are ‘The Escape Roomer’, we have to ask whether we’d recommend it for escape room enthusiasts and to that I would say probably not. It’s a very fast-paced experience where teams are herded through impressive physical spaces, but that doesn’t leave much time for solving puzzles. There’s few things more dissatisfying in an escape room than not solving all the puzzles, but unlike a real escape room there’s no games master to explain ‘what you missed’ after. For every ‘yay’ moment of taking part in something physical, there were many more moments of confusion and dissatisfaction.
That said, if you’re looking for something ‘a little different’ and enjoy running, jumping and hopping around through the jungle, then this might be for you. In particular, we really enjoyed taking part in activities outside of our comfort zone. It’s not every Thursday night I get to climb ropes and leap off things backwards with my eyes shut. And hey, no matter what anybody says, I didn’t scream that loud. Okay, maybe a little bit loud.
For now, I think I’ll stick with Lara Croft on my video game consoles, but I’m excited to see if and how the experience will evolve in the future.
The Atlas Mystery Review | Explore the haunted halls of the infamous Atlas Theater, a 1940’s era movie palace that played host to a shocking Hollywood tragedy. Solve intricate puzzles, discover startling artifacts, and evade sinister forces to uncover the twisted truth behind the theater’s dark history.
Developer: Top Right Corner Date Played: April 2022 Console: Oculus Quest 2 Number of Players: 1 Time Taken: 3 hours
The Atlas Mystery… Just, wow!
This is one of those games that I’ve been aware of for a long time. As frequent readers might know, I’m a game developer in my day job so I spend time on (read as: doom-scroll) “game dev twitter” a lot. Given the overlap with “escape room twitter” it wasn’t long before I spotted The Atlas Mystery. Let’s just say it ticks a lot of boxes for me. Virtual reality, 1940s noire, an old abandoned movie theatre, a grisly murder… And ghosts?! Ugh, a thousand times yes please!
The Atlas Mystery is a classic escape room game in every sense of the word. Whereas other ‘escape room VR games’ do things in virtual reality that simply would not be possible in real life, The Atlas Mystery takes another approach: it pushes the players to do exactly things they would do in real life, but in a virtual setting. Funnily enough, this style of gameplay was oddly refreshing. I found myself pushed to gently twisting dials with a shaky hand, holding up film negatives to the light, unplugging and rewiring complex panels, and even using a handheld shovel to scoop freshly popped popcorn into a cup. Yes, really!
Alone in the Atlas Theatre…
I’ve played many real life escape rooms that don’t even come close to the spooky atmosphere that The Atlas Mystery creates. It’s a vast space, and no matter how much you squint there are certain dark corners that remain eerily shrouded in shadow. In particular, near the start of the game I found myself standing behind a counter faded with a completely dark, unknown space beyond the barrier. Having replayed the game a few times now, I’m sure there’s nothing out there in the dark – but there’s no other feeling quite like it standing there, convinced shadows of bad omens are just inches away if only you reach your fingertips out into the dark.
In particular, I loved being about to run around such a huge space uninhibited. Okay, okay, spooky shadows aside, this video game truly felt like you had an enormous space to play around with. A whole lobby area, plenty of side rooms, a lift taking you to other floors with winding corridors, and film rooms a-plenty. The best part? None of this space felt dead in any way whatsoever. Even the long stretches of corridor felt well placed to build up nerves to a state of heightened tension. Then, at the end, each new room was packed with exciting puzzles and objects to interact with.
Is that a gun?!
One of the absolute best reasons to play The Atlas Mystery however has a clue in it’s name.
Yes, that’s right… The ATLAS!
No, no, I’m kidding. The MYSTERY.
This game has a really well-thought out storyline in it that, whilst I glazed over at the start, I found myself retracing my steps to pick up every little scrap of paper I found to piece together the story in my head. It’s an eerie sort of murder mystery, and I won’t go into spoilers, but I will say it’s well worth the read. There’s been a terrible and grisly Hollywood tragedy, will you be able to figure it out?
Crack the Codes, Unlock the Doors
In terms of difficulty, I personally found The Atlas Mystery definitely to be on the hard side. I believe a well-seasoned escapist may solve this in around an hour, but I took well over 3 hours over a couple of days. I found the game so difficult in fact there were a few moments I thought I might put the headset down and call it quits. But no sooner than I’d wake up the next morning, I’d already find myself itching to return to those eerie, empty halls of the film theatre in search of a clue I may have missed.
Some of that ‘difficulty’ comes down to the controls however, which is an issue hard to overcome in virtual reality. On more than one occasion I’d have the correct tool but be unable to ‘place’ it carefully enough that the result would trigger. A good example of this are the keys, and there’s a fair few keys in this game. Encountering these hiccups, I’d assume I’d got the puzzle incorrect, and move on trying many more things before returning to try again. With many interactable objects in this game there’s a certain “sweet spot” to touching them that I found very easy to miss. Despite that, I congratulate the development team on their originality in this space. VR is not an easy medium to create a game in (take it from me, I’ve worked on plenty!) and their commitment to making each object feel real within your hand is fantastic.
Besides, once you get the hang of the little movement quirks in the game, it’s easy enough to pick up.
As a final note on control and movement, since you can move around either by teleportation or with the joystick, I’d probably also put this at the “medium” risk of motion sickness. Remember – teleportation is often a lot more comfortable for new VR users, so if you plan on spending a long time in The Atlas Mystery, it’s best use the teleportation function!
For a while, I wasn’t sure where The Atlas Mystery’s dice would fall for this review. It was a slow burning game that took a while to get me hooked on it, but once it did I kept coming back for more. The puzzles were challenging, but immensely satisfying once you finally figure them out and by the end of the game… Could it be… I actually wanted more?! A lot more! More floors, more environments, more story, and most of all more puzzles.
I would say it’s not a perfect game. But I think the developers still did an exemplary job creating a fun and lengthy escape room that felt full of- well, life is the wrong word, but full of unease. I enjoyed spending time in The Atlas Mystery and I definitely think it would appeal to the average escape room enthusiast. With a lack of really good VR escape room games out there, The Atlas Mystery will fit well into the existing catalogue and will be sure to be a cult favourite among enthusiasts.
The Atlas Mystery can be played on Oculus, and Steam VR. To chose your platform, head to their website here.
Starting this month we’re pleased to announce that we have…
✉️🌟 A Newsletter! 🌟✉️
Thanks to some fantastic feedback from you (yes, you!) we’ve decided that rather than rely on RSS feeds (or as well as, if that’s your jam), we’d like to put out a monthly newsletter that rounds up the top posts from The Escape Roomer in each category.
Here’s what to expect:
Escape Room News from around the UK
What games we’ve been playing (and our Most Recommended Reviews)
Game Design & Escape Room Design Tips
Local upcoming events in cities near you (that is, assuming you’re in the UK!)
Discounts and Competitions – Our own, and from local escape room businesses
Since we’ve never done a newsletter before, this is a little test for us and one we hope you’ll come along for the journey on – we promise we’ll make it worth your while!
The Roomer Mill
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If you want even more news of course, we recommend our friends over at Escape Industry News (where I myself am a researcher and editor), but in the mean time we hope you enjoy our first issue of The Roomer Mill.
Edaqa’s Room Office Review | As a long day draws to a close, you look forward to going home. Just submit your work report and you’ll be done. Maybe one last cup of coffee is on order.
Date Played: April 2022 Number of Players: 4 Time Taken: 1 hour Difficulty: Medium-Hard
Here at The Escape Roomer we absolutely love Edaqa’s Room. Just like many other people in the world have spent their lockdown making sourdough starters, or playing Wordle – we’ve been getting together regularly and diving into the wonderful world of Edaqa’s Room. Each time a new game is released, team The Escape Roomer made up of Mairi, Al, Ash and our friend Tasha get together to puzzle it out of a Sunday night. Playing the latest game, Office, was no exception!
If the name weren’t a giveaway, this time Edaqa’s Room has created an escape room throw back to office life. It’s been years since I’ve personally been in an office and I won’t be going back to one any time soon, so it was extra curious playing a digital puzzle game set in one where your sole goal is to make a cup of coffee. Like technology of bygone days, stepping foot into a virtual office felt like foreign territory. Equal parts nostalgic and curious “hey, what is this machine? a photocopier? what’s that?!”
In short, the perfect environment for an escape room. Here’s how we got on…
Sit Back, Relax, and Enjoy the Coffee!
Office by Edaqa’s Room takes place inside an office setting. As I’ve come to really enjoy about all of this company’s games, there’s a charming cartoon style of artwork that accompanies the point-and-click gameplay mechanic. Tap around the environment to poke, point and prod at the decor and in real-time you’ll see your other team members doing the same.
At first players spawn in front of their office desk, complete with pots of pens and pencils, your computer monitor, and very cryptic notes in front of you and on the pin-board. As you progress through the game you can explore other areas of your office and come up against other office-y quirks. There’s a lot of tongue-in-cheek humour in this experience, just like 90s point-and-click video games (a comparison I’ve made more than once about Edaqa’s Room), you often find yourself clicking random things just for the amusement of seeing the reaction.
From it’s consistently fun graphics, to reliably upbeat humour, to simple story that doesn’t leave too much to the imagination… You always know what you’re getting with Edaqa’s Room an I absolutely love that! It was a well-deserved puzzlingly good evening after a long week, ironically, at work.
Puzzling Through the Office
But one of the things that really stood out to me about this game however was the puzzles. It’s not often our team of four take a full hour to complete a game but really – there was just so much to do and each puzzle was so challenging! Whilst you can solve the game solo, it’s a lot more fun in a team. Occasionally the game will require you checking between two disparate pieces of information which is where having a team comes into play.
Thankfully, no matter how big sized your team is, everyone is on the same page. Throughout the game pop ups will appear at the top of your screen letting you know what your team mates are up to.
“Alice has solved the post-it note puzzle” and “Tasha has added a cup to the inventory” and so on. Great for keeping on track, and eliminates the oh-so-common “hey has anyone solved this thing yet?” question.
One of my favourite puzzles I’ve ever played in an Edaqa’s Room game also occurred in Office, and I’m still grinning thinking about it as I write up this review days later. Amusing then that this was the puzzle I personally spent the longest on throughout the whole game, and it was eventually solved by Ash not me! This was the post-it note puzzle, and when you know, you’ll know!
I can’t compliment the creators enough, they’ve got a formula to make ‘good escape room games’ and they consistently nail it every single time. Above everything, what I loved about Office was how fun it was. Office is light-hearted, silly, humorous and… FUN! From a carnival, to your first day on the job, to a curious old lady, to a quest to make a cup of coffee… I cannot wait to see what they come up with next.
I’d recommend this game for anybody reeling from spending too much time in their office, friends, family, or even co-workers will enjoy playing this together.
Office by Edaqa’s Room can be booked and played by heading to this link here.