Escapable: The Great Loudini | Review

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The Great Loudini is a one-of-a-kind adventure that combines the thrill of an escape room with the wonder of live magic performances.  You have been tasked by Harry Houdini himself to help retrieve one of his stolen diaries. Taken by the imposter that is ‘The Great Loudini’… However that’s not all,  Loudini has been working on a way to predict the future! Can you retrieve the diary in time and help Houdini secure his place, as the greatest magician of all time…

Completion Time: ~50 minutes
Date Played: 12th May 2023
Party size: 4
Difficulty: 3.5 out of 5 

After returning from our epic escape room holiday in the Netherlands, we were a bit worried that rooms in the UK would not be able to measure up to the leaderboard topping rooms we had played the week previous. However, we struck gold with our visit to Escapable in Wakefield, where we had an all round magical evening celebrating Ash’s birthday. 

The Great Loudini was an escape room that has been blowing up the recommendation pages, and since it launched we’d spotted plenty of shout-outs to Tom and the team via the various enthusiast Facebook pages. So naturally, we were very excited to see what Escapable had in store for us! 

Take your seats for the Magic Show!

Upon arriving at the venue, we were greeted by our Games Master Tom, who appeared very much in character as a magician apprentice for ‘The Great Loudini!’. We are such big fans of an immersive start and arriving at Escapable did not disappoint. From there, we were taken through to the theatre to where Loudini would be performing. Our Games Master then gave us a glimpse into the fun we could expect from this experience, drawing us in with some of the best live magic any of us had ever experienced. Seriously, live magic in an escape room? We love it!

The Great Loudini was so much fun and truly jaw dropping (huge shout out to Tom for his magic abilities, I have so many questions!). After we’d had our minds blown with some magical mischief, we were blindfolded to sneak through to Loudini’s room. Our first mission would be to sneak into his dressing room to see if we could find Houdini’s stolen diary!

 

 

Perfectly Puzzling Puzzles 🪄

Once we were released into the room to explore, we were delighted to find the room’s physical space and decor very much on theme. Everything in the room was well through out and had a purpose, there were references to magic everywhere, and even some very special hidden surprises! As a group of four, we totally clicked with this room and would recommend this as the perfect size. With this group, the puzzles flowed beautifully, and they were delivered on theme in a satisfying way. 

With a typical group of four, we tend to split to tackle different parts of the room at different times, but with The Great Loudini, we found ourselves coming back together on purpose, just so we could all experience the puzzles on offer. Not to mention tyring to figure out exactly how on Earth some the puzzles had come to be… It literally could only be magic! In The Great Loudini we also came up against a couple of absolutely stand out puzzles, and more than one we’d be left feeling beyond-perplexed as to just what we’d witnessed.

 

 

Knock Knock! Who’s There? It’s Tom.

Throughout the experience, Tom returned to us a number of times (in character), to provide some additional information about Loudini, and to provide us with some ‘tools’ we would need to complete some of the puzzles in the space. These ‘tools’ were presented wonderfully. It’s not exactly a live-actor room, but those touchpoints of interaction were some of the most pleasant interaction with a live actor any of us had ever experienced. These interludes were spaced out perfectly well, and didn’t feel clunky or disruptive in the slightest. Each one was a welcome ‘break’ from the puzzling and into the magical narrative of this superb experience. 

Without giving away too many spoilers, one of the most unique moments of the room was when one of the final puzzles left us all feeling very confused, as we questioned the loyalty of our own as the puzzle and solution was revealed (looking at you Tasha!). It was the best way to finish the experience, and had us all laughing and discussing for many hours after how we had managed to locate the missing diary. 

Escapable: Above and Beyond

Since we were playing on Ash’s actual birthday, I (Al) had reached out to Tom earlier in the month to ask if he had any particularly magical ways of producing cake. Anyone who knows us knows that cake is an integral part of our lives, not just for a birthday! Tom was wonderful and obliged in surprising the birthday girl with an excellent magic trick that yes – actually produced cake too! 

Having played The Great Loudini, we can see why this room has skyrocketed in popularity with the UK escape room community. It was just so different! It was lively, it was funny, it was packed with brilliant puzzles and a smooth and seamless logical flow we all love to see. I cannot recommend this room more, we had an absolute blast.

If you want to play The Great Loudini in Wakefield it can be booked on Escapable’s website here.

 

Diorama Games: The Medusa Report | Review

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Diorama Games: The Medusa Report Review | An American nuclear physicist is found dead in the USSR at the height of the Cold War. What happened, and what does any of it have to do with Abby and her enigmatic father?

 

Number of Players: 1
Time Taken: 1.5 hours
Date Played: April 2023
Difficulty: Medium

 

The prequel to this game, The Vandermist Dossier, is one of those tabletop puzzle games I still talk about. In fact, when I sat down to review this game I noticed The Vandermist Dossier was still one of the six or so pinned games on our homepage, and trust me when I say I only pin games I really, really love.

So I was very unsurprised when I opened up The Medusa Report and immediately fell in love. Then, the game only got better and better as I played it. With each new reveal, each exciting detail, and each twist I thought to myself “Gosh, our industry needs a ‘Game of the Year’ award, so Diorama can win it” and I stand by that.

But I’m getting ahead of myself. What makes The Medusa Report so good? Well, for starters it was a lot of fun to pick up where The Vandermist Dossier left off. There’s something extra satisfying about meeting old characters again for a new adventure. Secondly, The Medusa Report was perfectly signposted. Signposting is a real bugbear of mine, and there’s nothing I like less than not knowing what to do next. Diorama has none of that, it’s clear exactly what to do in a perfectly lore-friendly, non game-breaking way. Each puzzle rolled seamlessly onto the next. Speaking of puzzles, these ones were *chef’s kiss* good. Well balanced, surprising, and delightful. Last but not least, it’s just such a beautiful game. Goddamn beautiful. Let’s dive into all of those points one by one.

 

 

Pick up where you left off…

The Medusa Report is a sequel to the very popular Vandermist Dossier. Like it’s predecessor, The Medusa Report will be available on Kickstarter to begin with, and then will likely be purchasable via their website in a little while. Whilst they’re sequential in ‘story’, I think both are probably fine to play as standalone. There’s a slight cliffhanger at the end of the first one, and the second references the people and places of the first, but otherwise they’re fairly self contained.

That except for the bonus puzzle! Oh yes, if you happen to have a copy of The Vandermist Dossier, you get extra content! Although I don’t want to spoil anything – so I’ll just leave that for you folks to discover yourself. Amusingly, I’d already passed my copy of The Vandermist Dossier to another writer (Rebecca) here at The Escape Roomer. Generally speaking, we like to get as many of us writers across playing a game when we review it. But thankfully, Rebecca lives (thanks to a fortunate move on my part) about a 15 minute walk away!

In terms of that story, in The Medusa Report, we return to the Vandermist family and pick up where we left off with the sister of our main character. Once again we’re rifling through documents and solving puzzles to try to uncover a singular thing: Where is Abigail Vandermist?!

 

 

Part Narrative Journey, Part Puzzle Solving

The Medusa Report is story-heavy, but that doesn’t necessarily mean puzzle-light. It has a good balance between the two. The experience begins when you read an envelope titled “Dear Detective” and then, in a lore-friendly way you’re ‘guided’ through the story through the medium of puzzles.

The game plays out in a linear format – meaning as you solve one puzzle, you’re signposted to the very next puzzle. It might be as obvious as one of the characters directly calling out that item in the dossier, or as subtle as something formatted in a way that looks eerily similar to the format of another item. Both are good and, as mentioned, I really appreciate good signposting. It can make or break a game. The Medusa Report has excellent signposting –  game designers take note!

For folks who wish to go ‘beyond’ the signposted game, there’s additional content in the experience. You begin with one goal: Find Abigail. But there are other goals woven throughout the game. Not to mention the ‘bonus’ meta content. I’m also imagining that since this game is the second in a trilogy, there’ll be even more hidden details which will come back in the third installment – but we shall see!

 

 

In terms of the ‘basic’ puzzles, the ones I encountered were brilliant. I say “I encountered” as even now I look over at my copy of the game and wonder if there’s more to find. Probably there is, but I’ll just have to figure that out myself at a later date. But for the purpose of this review, when I talk about the puzzles I’m talking about the main content of the game. All in, there’s probably around (or just under) 10 puzzles in the experience. Each one took me some 5 – 10 minutes to solve.

If I had to choose, my absolute favourite involved one where I had to return to something I already thought I’d “solved” and look at it again in a brand new way. However – it’s impossible to choose a favourite puzzle in this. They were all so good. I’m not going to say a single word about what the puzzles composed of because it’s best to go into this blind and let the ‘aha’ moments come to you. But just take my word for it when I say they were great. Objectively great puzzles.

 

 

A Visual Journey Through the Past

Last but not least, I want to talk about the aesthetics of The Medusa Report. As with The Vandermist Dossier, the whole thing is set in the world of spies – the CIA, the KGB, and some very interesting content from the USSR. It’s such a rich and fascinating era of history, lovingly recreated in print media. Every item in the case file, minus the fact it smelled so fresh and good (a strange thing to mention but hey!), genuinely felt like it were from the era. The graphic design is second to none, and the quality of the documents is absolutely flawless. It’s the kind of game I want to take everything out from it’s box and put it all in vintage frames and decorate my apartment with. Seriously, that beautiful!

 

 

The Verdict

If you couldn’t tell from the review so far, I loved The Medusa Report. It’s only April, but I’m pretty sure this is going to be one of my favourite games this year, just like The Vandermist Dossier was when I played that one too. With this impressive second game, Diorama Games are quickly cementing themselves as a household name worldwide, and I have no doubt that this game will be a hit in the puzzle community.

For this reason, we’re awarding The Medusa Report with our coveted “Badge of Honour“, which is only given out to games that excel in every category we ‘rate’ based on. I’d recommend this game for just about everyone – but for the best ‘overall’ experience, go back and play The Vandermist Dossier first! In fact, if you haven’t already, that’s the perfect way to spend your time from now until the game’s Kickstarter fulfilment.

Speaking of, The Medusa Report is available soon via Kickstarter here. Later, you’ll be able to purchase The Medusa Report directly from Diorama’s website here.

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

Case Closed | Review

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Case Closed Review | Max Sinclair, private investigator, has been found dead in his own office. Foul play? Tough times? Or just plain old bad luck? The other cops call it an open and shut case… You’re not like other cops.

Completion Time: 75 minutes
Date Played: 12th February 2023
Party Size: 4
Difficulty: Moderate

Okay, stop the press!

Case Closed is without a doubt my new favourite room in Edinburgh. No- favourite in Scotland. And for that matter, a strong contender for my favourite in the UK. If I don’t see Case Closed listed on the 2023 TERPECA nominations for the UK, I’ll be very surprised indeed.

So what does Case Closed have that makes it so special? It’s a 90 minute room in the heart of Edinburgh. So far, fairly normal. There’s no “escape”, and your currency is information: instead of unlocking doors and running away, you succeed by filling out reports to your superintendent, and if your information is correct you may proceed. It’s about as realistic as it gets to solving a real case – think blood spatter analysis, forensics, and guns. Furthermore, there are no leader boards or ‘escape times’, no, you’re supposed to take your time and enjoy it rather than worry about beating a score. It has a spectacular ending which I’m still buzzing about days later. It’s also designed and crated by an enthusiast, who was also our GM for the day. You can tell the difference between an escape room for profit, and escape room born out of absolute passion and love. Case Closed is the latter.

In all, Case Closed has all the ingredients to being a perfect room. We went in with no expectations and came out very pleasantly surprised.

 

 

The Case is Not Closed

On arrival, we headed into the building marked “Black Axe Throwing Co” – an impressive axe throwing venue sporting one of the city’s only “zero alcohol” bars (well, axe throwing and alcohol don’t mix). From there, we waited at the sign marked Case Closed and within a few minutes were greeted enthusiastically by our host Ronan. Ronan took us upstairs into a noir-esque office space with a thematically flickering light in the corner, the whole place marked with “crime scene do not cross” tape.

After a short briefing, we were given roles and asked to choose our detective names. I went for Mairi Two-Guns, and a suitable role of “ballistics expert”. Of the other three players in my team, we had Superintendant Ouagadulu, Detective Moose, and Spins. Between the four of us, we represented very different types of escape room players – one of us with over 300 rooms played, one with around 100, one with under 10, and one with 0. For us, it was the perfect mix. Expectations out the door, just there to have a laugh and see how well we worked together as a team of detectives.

Whilst I could make a case that your room begins outside of the entrance, from that moment on we were in the game.

Now, Case Closed is a room best played without any expectations, so we’re going to keep spoilers here to an absolute minimum. The basic principle of the room is that you have the solve the case. But it’s not quite so simple. In true bureaucratic style, you solve the case by correctly filling out various case files. You collect evidence, you present your findings, and proceed. To present your evidence, at any time you could submit a case report to the superintendent (the real one, not the friend in the room with us). If the superintendent is happy with your findings, you might receive a thumbs up or the next piece in the puzzle and the case progresses.

To find all the information we needed, we well and truly had to think like a detective. We had to analyse every bit of information available to us, in the room and in the crime scene. Think fingerprints, shoe sizes, ballistics analysis, blood spatter, notebooks, recordings. It’s safe to say this room will make you feel well and truly like a detective. And, between you and me (as someone who did an internship with the Metropolitan Police right out of university), it’s actually pretty accurate too.

The puzzles themselves were a perfect mix of logic, deduction, and critical thinking, making us feel like real detectives as we worked together to crack the case. It’s non-linear, so at times we broke off into groups to solve a different thing, and often came back together to work on a trickier puzzle. The flow of the game was flawless. Since we had a whole 90 minutes, it wasn’t a case of racing through everything but taking your time, understanding and logically solving everything. Like a really, really good boxed murder mystery, but played out in a large physical space.

And that ending?! Don’t get me started on the ending. It was brilliant. But that’s all we’ll say about that for now.

 

 

Detective Work at it’s Finest

One of the things that made Case Closed so special to me was that attention to detail, love and care. Case Closed is an escape room created by two enthusiasts and veterans of the theatre and escape room industry. They had a brilliant idea for an escape room, saved up, found a location, and brought the whole thing to life themselves. As I mentioned earlier in the review, you can really tell when an escape room is being built by a faceless corporation to spin a profit, versus created by someone who just loves it, and Case Closed was the latter. We were fortunate enough that one of the creators, Ronan, was also our Games Master, and they took the time to take us through all the details of the experience after.

My first question: “Okay but when are you making another room?!”

Because we’ll be first in line to book it, that’s for sure.

 

The Verdict

In all, I give Case Closed the highest commendation possible. In all the rooms I’ve done, it’s up there as one of my absolute favourites. This was a surprise for a drizzly, rainy Sunday morning in a city not especially known for it’s escape rooms (though I hope that’ll change). I would almost go so far as to say Case Closed is more than an escape room. It’s immersive theatre. It’s murder mystery. It’s “Escape Room Plus”. To me, that’s very cool.

As a result, we’ve decided to award Case Closed with a special badge – the “Badge of Honour”.

BADGE OF HONOUR The highest award of them all! The Badge of Honour is the best badge The Escape Roomer team can bestow upon a game. These games were incredible!!

In terms of who I’d recommend it for – given it’s more of a mature theme of ‘murder’, the company have a 16+ age rating. In honesty, I think it would be fine for a younger audience since there’s nothing too upsetting or graphic, however this may have more to do with the venue itself (Black Axe Throwing) being a 16+ venue. In terms of “is this for an enthusiast or a newbie?” I’d say both. It’s brilliant when you find a room you can seamlessly take players of all experiences and just know they’re going to have a great time, but Case Closed is one of those places.

After our room, we went round the corner for a drink and a bite to eat at O’Connor’s – which was well priced, delicious and a welcome break from the grey skies. Black Axe Throwing Co also has an excellent bar on premises for that post-game celebratory drink (zero alcohol, of course). And, if you didn’t quite catch the killer, the axe throwing is great to get rid of some pent up anger.

 

Case Closed can be booked in Edinburgh by heading to their website here.

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

Department of Magic: Prophecies Quest | Review

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Prophecies Quest Review | As the last hope for the magical world you must collect The Prophecies and use them before it’s too late. The Dark Lord has hidden The Prophesies so you must find them in The Department Of Mysteries before using them to defeat him. You need to hurry, The Dark Lord is on his way and only you can stop him.

 

Completion Time: 32 minutes (out of a possible 50)
Date Played: January 2023
Party Size: 4
Difficulty: Easy

Having moved to Edinburgh a little over 6 months ago, you’d have thought I’d have played all of the rooms here by now? Well, not quite. There are a few that have been on my radar that I’ve been saving for a special occasion. Department of Magic was just one of those places, and the occasion of two of our loveliest escape room friends from home in London coming up for a weekend to visit was just the ticket to finally book it.

Sandwiched between the potion mixing cocktail experience at the bar portion of Department of Magic, and a trip round the corner to Cocktail Geeks (currently running a Lord of the Rings themed experience), we had an hour to spend. Without haste, we got ourselves booked into to play the more popular of the two games at this hidden wizard-themed speakeasy: Prophecies Quest.

Wands at the ready, witches and wizards…

 

Let the Magic Begin!

If you think of Edinburgh escape rooms, the chances are Department of Magic isn’t on your radar. But let me tell you why it should be. Located a stone’s throw from Edinburgh Castle is a mysterious little black door located at the bottom of a little rickety iron staircase. Behind this door is a tavern lifted straight of a storybook. The walls are lined with peculiar magic trinkets, and on each table is a gaggle of magicians brewing the most brightly coloured, bubbling, fizzing and smoking potions- I mean, cocktails.

This is the Department of Magic. It’s best known for it’s ‘pub’ portion. With advance booking, you can grab a table for normal drinks, or one of their special brew-your-own potions, which are fairly reasonably priced for how exciting they ended up being. We did book ourselves into one of their sessions in advance, but it ended up being about the same price as if we’d have just booked for a normal table and ordered off the menu. But in truth, we weren’t really here for the cocktails… We were here foe the escape room out the back.

When your game session begins, a mysterious wizard in a long dark cloak approaches you and asks if you’re the chosen ones here to save the world.

“Yessir!” we exclaimed, before following her through the door in the back and into the briefing area.

 

 

Fortune Favours the… Wise!

Before entering the escape room, we allocated a captain, and that captain looked at four great wizarding traits – Wisdom, Bravery, Cunning, and… Well, I forgot the fourth one, as people often do. We chose wisdom, and were given a special item for it, which would come into use later.

Them, in a flurry of magic, the bookcase swung open and we were off to a flying start!

Prophecies Quest is an unusual escape room for a number of reasons. Firstly, it’s a multi-room experience, but you have full run of the area. You don’t need to complete any particular room in order. Secondly, there are no locks. Everything is done with magic. Impressive – but probably a lot of work for our games master listening out for us saying the exact correct spell, or performing the exact correct action!

Beyond those two details, the room was your standard magical room. Players can expect potions, spell casting, dragons, dark wizards, the whole shebang. Just like in a pirate room I hope to see treasure maps and chests and the odd skull here and there, by now we’re familiar with rooms set in the wizarding world, and Prophecies Quest was a classic, well executed example. Notably, one that took good care not to tread too heavily on any particular well known IP. Kudos to them!

 

A celebratory drink for afterwards!

 

A Spellbinding Escape?

The room’s uniqueness was also it’s strength. We were very, very fast out of the room (almost record breaking in fact, there were just a few seconds in it), but I think on reflection it wasn’t really a room designed for competitive folk trying to break a record. It was a room all about fun. And on that note, it succeeded.

I absolutely love rooms that make you hop around on one foot and hum your favourite song, or make you flap around like chickens and crouch down on all fours. I love rooms that make you roleplay what you’re actually doing, so that you live and breathe and feel what you’re doing. Prophecies Quest did that really well, and it’s a shame it’s an 18+ room (well, the whole venue is) because this would be an excellent one for families.

Ultimately, this escape room is best played between a round of cocktails. I would expect 99% of players to go into this room having just come from the bar, so none of the puzzles are incredibly puzzling. Many of them require physical actions and working together in a silly way. So whilst it won’t necessarily challenge the most hardcore escapers, it will encourage you to have fun, and that’s a double thumbs up from me.

 

 

The Verdict

Well worth visiting! I’m surprised Department of Magic isn’t more popular. Not that it isn’t, just that I hadn’t heard any other enthusiasts recommend it on a visit to Edinburgh – but I want to change that right here and now. Add Department of Magic onto your trip, and for extra fun, book yourself in for their cocktail brewing experience for a perfect, photo finish to your evening.

Finally, a shout out to our host for the escape room, who was the fantastic Hannah. She let us know that she usually runs their other room (which we’ll definitely be returning to play), but today she ran our room instead and never once broke character, providing fantastic help, encouragement, and a thorough brief and debrief after. Escape rooms can sink or swim by their team’s hosting ability, and Hannah did a superb job!

 

Prophecies Quest can be booked at Department of Magic in Edinburgh.

Edinburgh Treasure Hunts: Fantastic Creatures | Review

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Edinburgh Treasure Hunts Review | Professor M has arranged for you a day of creature-hunting. It’s all about using your special map wisely and keeping your eyes peeled. There’s so many secrets hidden in the beautiful Old Town.

Completion Time: ~2 hours
Date Played: 17th July 2022
Party Size: 2
Location: Edinburgh Old Town
Difficulty: Moderate

I (Mairi) have just moved to Edinburgh from London and I wholeheartedly insist that the very best way to explore a new city is to immediately book yourself in for an outdoor treasure trail. What’s not to love?! New sights, hidden alleyways, history, and most importantly… Puzzles!

One of the most, if not THE most loved treasure hunt company in Edinburgh is the aptly named “Edinburgh Treasure Hunts“. A solo-run and operated business by your incredibly awesome host Sabi who, as a part-time tour guide, is an expert in all things Edinburgh. The company is also one of the first to start running games of this kind with many of their trails being well over 5 years old and host to thousands and thousands of players over the years.

In particular, Edinburgh Treasure Hunts is a hugely popular game to play during the Edinburgh Fringe. They take you right past many of the largest and most popular venues as well as plenty of popular landmarks on lesser trodden streets. Being self guided, there’s also no need to hurry. You can take the trail at your own leisurely speed (well, within reason!), so breaks to see the fun sights of the city are encouraged.

Over our very first weekend in the city, Rebecca and myself decided to book ourselves into two of the trails: Fantastic Creatures, and Sherlock. Let me just say, we were not disappointed! Let’s get into why…

 

 

Fantastic Creatures (and Where to Find Them in Edinburgh!)

If you’re into witches, wizards and magical places, then the Fantastic Creatures trail will be your cup of tea. At the Chamber arches on the Royal Mile, we met up with Sabi- or should I say, the Professor’s Assistant Sabi who set us off on our lesson in magical creatures around the city. We were first sorted into a magical house (House of the Haggis, if you were wondering what our team went for), then given a tote bag filled with curious objects including a bestiary, an old locked box, and a map of the city with carefully labelled locations.

Our ultimate goal was to find the fabled Unicorn, a rare creature from history with mythical properties. We had a sub-goal of finding (and I suppose, rescuing) our teacher, the Professor, who had a terrible accident. Our tertiary goal was to have a lovely day out and enjoy ourselves puzzle solving. Tick, tick, tick all round.

Unlike Sherlock, Fantastic Creatures had a web-app counterpart we could load on our phones. The broad structure of the game was that we followed a physical map around the city and at each marked point we had a challenge to complete – locate a particular mythical creature in the environment from our bestiary, read about it, and answer a location-based question. The experience was challenging on a few levels. Firstly, we had to find the actual location designated a single letter on the map. A task easier explained than done for a team of players new to the city, who aren’t yet familiar with it’s little hidden alleys. Then, we had to look very closely at our surroundings, taking care to stand exactly on the right spot, before we could answer the questions.

…And listen, this game was surprisingly educational! Yes, yes, the creatures are fantastical. Yet I learned a lot about their myths, legends, relationship with Edinburgh and more. It was very well done!

Unlike Sherlock, we finished Fantastic Creatures in a comfortable amount of time – around 2 hours. However despite it being on the easier side, more appropriate for family groups, we still managed to get a lot of questions incorrect. So some advice from us: read the question very carefully to figure out what it’s asking before wasting guesses (and points) on incorrect tries.

Any team that manages to score 25 points or above will win a special bonus prize. I say bonus as we were delighted to find that on discovering the final location for our trip a little treat waiting for us behind a lock. But then, as our host scootered over to collect our bags from us we were presented with a further prize for scoring a coveted 29 points!

 

 

Edinburgh, City of Hills

One of the things we loved the most about Fantastic Creatures was the trail itself. Although, ‘trail’ is a strong word as it’s largely self-guided and with just a map to guide you, you can take any route you like. On the one hand, at times we were worried we’d taken a wrong turn. On the other, we were glad to not be wedded to a specific route around the city, as it gave us a chance to stop off for a snack, a drink, and an ice cream cone. Which, if you’re interested, we recommend lunch at the tiny, family run Olly Bongos and ice cream at Alandas Gelato, both en-route around the trail.

Edinburgh truly is a really beautiful city though. No matter which specific road on the map you choose to take, you’re sure to discover a new hidden gem, or a beautiful sight around a corner at the top of a hill. In fact, the trail starts right up near Edinburgh Castle, which is the perfect tourist spot for snapping lovely photos of the surrounding area. It ‘ends’ nearer Underbelly, making it again, an excellent place to springboard you into an Edinburgh Fringe show, or to round off the day after one.

The only thing that we felt could have been improved about the route was that occasionally we doubled back on ourselves. Not because we’d answered anything incorrectly, but because the route required us to. Towards the end, you find yourself in an area of town, and are sent back to the start of your route. Only to walk back up the long street and need to turn right back around to head even further in the other direction. It was a curious choice! It didn’t bother us too much as, being new to the city, find every little alleyway delightful, but we definitely saw the same few streets multiple times over.

 

 

The Verdict

We really enjoyed Fantastic Creatures. After playing Sherlock’s Secret Challenge the day before we had high hopes and once again Sabi and her company absolutely outdid our expectations. For sure, there were some minor bits that didn’t completely click with us – a few difficult puzzles we struggled to get the answer for for example. But overall we had a fantastic experience once again. Edinburgh Treasure Hunts is a super hidden gem in the city and will be the first place I recommend folks new to the city book themselves into.

 

 

All of Edinburgh Treasure Hunts’ games can be booked by heading to their website here.

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

Enigmailed: Puzzle Wrapping Paper | Review

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This is paper guaranteed to be recycled – as a seasonal puzzle game! What can you do for the loved one in your life who likes solving problems, adores a challenge, or even thinks they are the smartest in the room?

Completion Time: 1 – 2 hours
Date Played: November 2022
Party Size: 1
Difficulty: Moderate

Well, my first present is wrapped and waiting to be placed under the Christmas Tree. You know what that means? It’s beginning to look a lot like Christmas!

If you’re a regular reader, you’ll know Enigmailed is one of my favourite places for puzzles. From their individual games, wacky Kickstarter campaigns, to consistently fantastic Chocolateral series (puzzles, and chocolate? Um, yes please!). So, when I placed a large order before Christmas, I was surprised to find an extra goodie arrived in the package: A few sheets of wrapping paper.

In typical Enigmailed fashion, this is not ordinary wrapping paper. This wrapping paper is quite literally packed with puzzles. No, no, I don’t think you understand. Literally. Packed.

But with such excellent wrapping paper, I had to wrap equally excellent gifts up in it. So I suppose all those Chocolateral bars I’d just bought should probably now be sent off to friends instead of eating them all myself like a chocolate fiend… Ahh well!

 

 

Ho ho hope I can solve all these…

The first thing that struck me with each sheet of wrapping paper is how well the puzzles are laid out. Most wrapping papers print little pictures of snowmen or Christmas trees. This wrapping paper does as well, but hidden within each of those illustrations… A puzzle!

Some of the puzzles are spread out over multiple images hidden around and others are a little more self contained. For such a compact, A2 sheet of wrapping paper, there’s a lot of puzzle for your money. In fact, there are 12 puzzles to solve. They are:

  • The Hexagon Jigsaw
  • The Backwords
  • The Sphere String
  • The Buried Treasure
  • The Crossblock
  • The Net Maze
  • The Antlerbet
  • The Tree Gift
  • The Michael Bauble
  • The Star Crossed
  • The Holly Wood
  • The Poppers

Once solved, each of these puzzles gives a single word answer: A festive word, for a festive wrapping paper.

In terms of difficulty… Listen, I always find Enigmailed games err on the harder side. However, this wrapping paper broke that rule slightly in that I found each individual puzzle fairly straightforward to crack. A few easy wins, and a few which took longer to think through. I didn’t do them all in one go, but I did solve most of them solo – all in all, maybe an hour’s worth of puzzling? Maybe a little longer? It’s a ‘game’ best played dipping in and out of and tackling when you need a break from eating Mince Pies and playing Christmas music.

My favourite of the puzzles was probably “Buried Treasure” or “Poppers”, which were functionally similar to solve – and the two I attempted first! Several others ramp up in difficulty, but as you progress you’ll begin to see patterns and understand how the game flows.

 

 

Reuse & Regift this Puzzle Wrapping Paper

The second thing I was struck by is what good quality the wrapping paper is! It arrives neatly folded in a protective sleeve, and each sheet is A2 in size and 115gsm silk paper in quality. The colours are bright and poppy – even more so than I’ve been able to capture in these photos, making it a perfect paper to use with yellow or black ribbon. The first gift I tried to wrap with it (a large board game) the paper came in a little too small. I could have used two sheets, but then I pivoted to something more appropriately sized so I could use the one sheet per gift.

The wrapping paper comes in sheets say, rather than a whole roll, as you’ll need to use the entire sheet to solve the puzzles – some details might be hidden elsewhere on the sheet, so if you cut a sheet in half you risk it becoming unusable. For that reason, pick a gift that uses one sheet in it’s entirety for the best puzzling effect for your recipient!

Then of course, the best thing about this? It’s totally reusable. The paper is such good quality it’s unlikely it’ll tear between gifts, and after wrapping, it folds back down into a neat stack to be popped in a cupboard and used again next year. Whilst I’m giving my sheets away this year, wrapping up a set of lovely puzzley presents for friends… I’m quietly hoping those friends will save the paper and wrap their own gifts up in it next year too. Perhaps the sheets will make their way back to me by this time next year, who knows.

 

 

The Verdict

Given the Christmas theme of the puzzles, this wrapping paper is only really good for Christmas – but it’s incredibly good value. For at least one, if not two hours worth of puzzling fun for yourself and for your lucky recipient, it’s well worth elevating a fairly normal gift into something extraordinary. With your order, you receive 3 sheets of high quality, brilliantly reusable A2 wrapping paper. Christmas mornings won’t quite be the same again, not least of all because I’ll be instating the rule “all puzzles must be solved before you can open your gift”. So better get puzzling before you hit the Bucks Fizz this year.

All in all, I am so excited to give gifts wrapped up in this wrapping paper as gifts. In fact, I’m more excited for them to see the wrapping paper than unwrap what is inside. No wrapping paper has ever made me feel that way about gift giving, and honestly? I think this wrapping paper will be a regular feature of my gift giving for years to come.

I’d recommend buying the wrapping paper as part of the Chocmas Lucky Dip bundle presently priced at £19.50. In this bundle, you get:

  • Three sheets of wrapping paper in a protective sleeve
  • Three different puzzling bars
  • A handmade puzzle ornament for your tree

You can buy this, and more, by heading to Enigmailed’s website here.

Phantom Peak | Review

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WELCOME TO PHANTOM PEAK

Welcome to Phantom Peak, known far and wide as the Venice of the West! In this fully-realised steampunk mining town, nothing is what it seems… What is hiding in the vestiges of the mines? What does the charismatic founder of corporate JONACO really seek in this sleepy town? Was the Blimp Crash really just an accident? Dine, shop, play games, go sightseeing, collect clues… explore the town and uncover its mysteries at your own pace for up to five hours in an immersive open-world adventure the likes of which you’ve never seen before!

Time spent: 5 hours
Date Visited:
August 2022
Party Size:
4
Mysteries solved:
7

First of all, an important note! I am not an immersive theatre fan. I have only been to one other Immersive Theatre show in London, and in general, I tend to steer away from anything immersive – I even hate live actors in escape rooms! Therefore this review is from my perspective, as a lover of escape rooms and mysteries, rather than immersive theatre. Keep an eye on our site though, as we will be sure to update this with the review from our resident immersive theatre lovers once they have had a chance to visit!

If you’ve become immersed in the Escape Room Industry at all you’ve probably heard the name “Nick Moran” crop up a few times. Nick is the genius behind “Sherlock: The game is now”, Hackers’ new rooms, and “Spectre & Vox”. Now he joins the creative team behind “Phantom Peak”, so we knew this was easily going to be one of the most mysterious immersive experiences in London, hopefully with the emphasis placed on the mysteries rather than the immersion!

So what is Phantom Peak? Phantom Peak is a cowboy / steampunk town that has recently opened in East London. On one hand, you can go and enjoy the food, drinks and various games around town. However, for the more curious amongst us, there are (currently) 16 different mysteries occurring in this small town, with many more set to come as the town expands in the future.

 

Entering Phantom Peak

 

 

The first thing to acknowledge is that, from the outside, Phantom Peak doesn’t look like much. Based a short walk from Canada Water station we found ourselves in a rather dusty car park, looking at a wooden fence. However, just before our entry time (11am) a couple of “townspeople” came out (including Nick himself) to give a bit more of an explanation of what to expect inside the town, and get us set up on our phones (which are crucial for this). We then answered a few questions to get our first trail assigned, and we were ready!

Unfortunately, rather than the nice, large double doors you see here, we were let in the smaller side door, which meant there was a bit of a backlog going in. However, once we were in our expectations were definitely met – we were presented with a real life “boardwalk” from the Wild West, leading to a lake, and even a cave. The set design is beautiful and fully realized, with no half-finished sets or rough finishes. There are so many big and small features of the town, it’s so worth just taking some time to look around. The attention to detail is fantastic, and due to the number of mysteries, you never know if or when something will be relevant! It lead to quite a few fun moments when we finally realised what a certain poster was alluding to, or immediately knew where to go next because we’d noticed something previously. The costumes that the cast were wearing were so beautiful without being over the top, and I also loved that a lot of the guests had also committed to the Wild West steampunk vibe – I’ll definitely need to make more effort next time!

 

Starting off on the right foot

 

 

As mentioned, a lot of Phantom Peak relies on following a mystery on your phone. You answer a few questions, get given the name of your trail, your initial story point, and a place to start and you’re off! These trails make use of the whole of the town, moving back and forth and venturing into a variety of locals. Luckily the people of the town tend to stick to their zones (whether that’s propping up the bar, running their store, or canvassing for votes), so once you know who’s who it’s easy to find them.

To unravel the mystery you will need to talk to a range of characters, utilise the various machines around town, and even do a bit of subtle sleuthing. I also want to give a shout out the gender neutrality of the names – the logical side of me knows this is so that actors can be switched in and out for the same character (which also shows how talented these actors are), but the liberal side of me is excited that at no point do you know whether the character you’re searching for is a man or woman, and even the titles are all gender neutral (‘post-person’, ‘supervisor’).

At one point I was scolded by the Saloon owner for saying I loved a ‘lady boss’, and she quite rightly told me it was just ‘boss’, no need to qualify it or bring gender into it! It was points like this that shows how brilliant the actors were – I really enjoyed talking to them, having fun with them, and have proper conversations with them that made it clear they weren’t just following a script. This aspect made them really feel like fully rounded characters.

It would’ve been nice if things you discovered in one trail (or ways you interacted) carried throughout the day, as at points we finish one trail and discover some sort of big twist, but 5 minutes later we’d talk to the same character and it would be as if it never happened. However, with such a large crowd I understand why this may have been a little challenging.

However we did find the phone aspect a little too hand-holdy in parts, particularly where the casts and clues were giving us some clear directions to follow, only to realise we had a few more questions to answer in the phone before we got to that point. However, it was also a nice safety net so we weren’t totally in the dark at any point, and the townsfolk were all very knowledgeable and ready to lend a clue if needed.

 

The Puzzle Posse

At this point, I need to talk about the mysteries themselves, because oh my word they were so much fun! If you are thinking the mysteries will just be about missing hats and rogue bandits you’re so wrong (mostly), and even the ones that started quite meekly had an interesting twist. There’s also one facet of every story that will appear quite quickly, and I absolutely loved this part of the town lore. I don’t want to ruin the surprise, but let’s just say the town has a clear mascot, which I adored and found so creative. The way it features in each story and throughout the town was so much fun and so creative.

The mysteries themselves weren’t that hard – for the most part, they involved talking to a townsperson, using one of the machines to find some information, or finding a hidden clue on a poster or in a certain location (which we were mostly guided towards). I would say don’t come into this expecting complex puzzles and the need to be Sherlock Holmes, but that’s ok! It wasn’t until we were discussing our experience for this review that we realised we didn’t really ‘solve’ all that much, but somehow we hadn’t noticed at the time because we were having so much fun. The story building was also thorough and immersive – we always knew why we were going somewhere, and what we were meant to be doing next.

In the end, we managed 7 trails, out of a possible 16 (so far). I’m not sure how you’d get over 8 (due to the nature of the questions), but apparently, I’m metagaming here, as I know some people managed 11 during the 5-hour slot! This included taking plenty of breaks for delicious food, necessary water, and of course a romantic (?) boat ride. You receive a souvenir at the end of each trail, but other than being a keepsake these didn’t appear to have been used for anything. I’d love to see these used for something in the future, or even have some form of souvenir ‘guidebook’ you could purchase to store them in (and therefore see all the uncompleted trails you have yet to do!). I’d also love some sort of specific souvenir to display on your person (such as a badge) so that as you wander around you can see what other people have done, and it might also give the characters more material to play with.

In terms of the machines, they were all fun and easy to use, but by the 3rd or 4th time using them the shine wore off a little. I think this could easily be solved by just not saying which machine needed to be used – we became familiar with what number of letters/numbers led to each machine fairly quickly, and then that would have added a small amount of puzzle solving to the puzzle instead. Either that or potentially making them a little more complex to use. In fact, it might have been nice to have some more complex trails to do – we did one that could potentially be called ‘adult’, but I think it would’ve been easy enough to tone down the content for a family.

Mystery trails aside, there was clearly a larger mystery at work in the town. We worked out enough (from the wider lore and stories) that something was a miss, but never worked out the overall mystery or how to solve it. I absolutely love this. There’s clearly a lot of wider lore that is dropped into each mystery if you pay attention, and many conversations to have. I’m not sure if there’s much ‘hidden’ around the town that wasn’t part of one of the 16 trails, but then again I wasn’t looking for anything in particular.

 

Rooting and Tooting

 

Of course, there is plenty more to do here when you want a break from a puzzle (especially as the time slots are 5 hours). There are 3 food stores (4 including Gelato) as well as a couple of bars. We tried the burgers, chips, and tacos and they were all absolutely delicious. I also have a ‘beer float’ from the Gelato stand, which was perfect on such a hot day.

 

 

As well as food and drink, there’s also a variety of fun carnival games, which are harder than they look, and you’ll need to beat 3 of them to become a real citizen of the town. Unfortunately, I only managed to earn one rosette, so I have no clue what happens when you have all three!

There are also a couple of events that only happen at a certain time, likely to give everyone a chance to explore the town a bit more first. I only took advantage of one of these, but will be sure to do the other next time! You can also browse the variety of shops for your variety of needs (and walk away with some nice souvenirs). The town itself was also completely accessible – everywhere was flat, which ramps up and down where necessary. We didn’t use any stairs and believe all the doorways were wide enough for a wheelchair. We were there for 5 hours, which was actually the perfect amount of time. I was personally getting a bit frustrated by my non-enthusiast friends who were taking lots of breaks, and definitely flagging by the end, but I admit I probably wouldn’t have wanted to stay much longer.

 

This town ain’t big enough…

I absolutely loved our time, and I will absolutely be returning, but there were definitely a few niggles here and there which will hopefully be ironed out as the experience expands. For a start, we heavily relied on my phone, which meant the battery ran down quickly. Luckily I had packed a portable charger, but even then I was down to 30% when we left. For such a phone-heavy experience, I was surprised by the lack of charging stations in the town – I can imagine some rentable power packs would be a big hit here!

The walkways are also quite narrow, so we often found ourselves walking slow behind a queue of people, or waiting a while to get into a shop. This died down at certain points throughout the day (down to events, food breaks, or just people leaving), but it was definitely a bit harder at the start. Staggered start times would solve this, but then of course it would be hard to monitor when people’s 5 hours were up. In a similar vein, there were times we were essentially following another couple doing the same trail, either waiting for them to finish their conversation with a character so we could have the same one, or just listening in. Sometimes this was fine, due to the occasional puzzle that needed some time to solve, but otherwise, we got into the groove of using those moments to grab another drink rather than following on their tail. I’m not sure what the plan is for the expansion, but I’d love to see some bigger areas, perhaps with new characters to talk to and new machines to use!

 

What’s the verdict?

 

 

This is hands down my favourite experience I’ve done in London. I’d even go so far as to say I’d rather come back here than go to another London escape room. At less than £40 for a ticket, which covers 5 hours, it’s a real steal on price too!

You can be as immersed as you want to, but the characters don’t necessarily approach you or force you to put on an accent if you don’t want to, which was great for my friends who were less sold on this aspect. The mysteries were just really fun stories, and although the puzzles weren’t that complex I don’t think you’d be disappointed because so much else is going on.

I will be recommending this to anyone and everyone, and cannot wait to return to Phantom Peak.

Tickets for Phantom Peak can be booked on their website

Mythologic Escape Rooms: CSI: Time’s Up | Review

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CSI: Time’s Up Review | You and your team of detectives have been called to a local bar, A murder has been committed and we need you to solve the case.

Date Played: 2019
Team Size: 4
Difficulty: Medium

Mythologic Escape Rooms have two locations which are based just off Gillingham High Street, one in an upstairs unit above some retail outlets. With a blacked out front door, with some cool graphic design explaining what to expect inside, and large Mythologic sign, the unassuming building houses two escape rooms which really pack a punch. The other a large double fronted shop with HUGE Mythologic sign, certainly making it difficult to miss!

Greeted at the door by the owners/designers Michelle and Chris, the welcome could not have been warmer. Both waiting areas are open and airy, with a comfortable reception area, we are offered a comfortable seat and somewhere to lock away our belongings. Water is readily available and there is well appointed lavatory area (which also has a number of essential personal hygiene products, such as deodorants etc. which is a lovely personal touch)

A briefing commences within the reception area and the disclaimers are all signed on digital tablets (which makes the hassle of pens and paper disclaimers feel like a distant nightmare)!

It is clearly evident from chatting to the owners that they are passionate about their rooms and obviously their customer service, which was faultless. We were made to feel at home with their personal yet professional touch.

 

 

Time to Release Your Inner Detective!

Its time to release your inner detective! Lets face it, television and movies are packed with awesome CSI murder mysteries, so why not be part of your very own. This is a really strong outing from the Mythologic team which we massively enjoyed!

The story (I will be as vague as what is presented on the Mythologic website so that there are no spoilers!), is that the HQ have called and given you and your team the lowdown on a murder. All you have is a crime scene, a chalk outline of a body, a missing murder weapon and no idea of who committed the crime. Can you crack the case?! When we read this before visiting it really got the imagination juices flowing wondering what we were going to be presented with. It’s safe to say we were not disappointed when the door opened and we went inside. Again, no spoilers as to what your crime scene actually is! You’ll just have to play it yourself and find out.

Walking in, apart from the initial great surprise about our setting, the first thing that hit us was the apparent simplicity of what we faced – as many of our reviews have mentioned before – do not be fooled by what appears to be simple! Those that have this initial simplistic approach are often the best games – and that is certainly 100% true of this game! I am pretty sure when you walk through the door you’ll say exactly like we did – “Where the hell do we start?!”

Armed with a clever piece of tech, and a clipboard, your mission is to utilise your detective skills to locate the right pieces of evidence to build your case and present this to HQ in order to solve this murder. What we really liked about this approach is that the game brilliantly combined an old school murder mystery with some classic escape room puzzles. Its not purely a case of locating the evidence at face value – there are strategically thought out puzzles which pace this room really well. The game evolves really well, and the evidence is presented in a way which doesn’t allow your team to jump to any conclusions until the final piece is located.

Puzzling Through the Crime

All the puzzles stuck brilliantly to the theme in this room. Nothing was out of place – it was a real highlight of this fantastic room.

In terms of the puzzles another huge positive is that this game is accessible to all. There is no big, elaborate, over thought-out puzzles in this – everything is punchy and pulls on the old school methods of number locks, letter locks and keys. There are a few tech related puzzles but these really enhance the whole gaming experience.Given this, its certainly a game that families and those newer to the world of escape rooms would love, as there is nothing too advanced. Likewise, enthusiasts will thrive on the excellent combination of escape room and murder mystery with a well established, ever-developing story line.

 

Its very easy to be complacent in this room – it doesn’t feel hugely pressured in the early stages but that does mean its really easy to let time run away with you. About 20 minutes in we glanced at the clock and was shocked about how little we felt we had achieved. I’d suggest being strategic in this room – communicate with your team and teamwork is certainly the key to success here. Once we had come up with a better game plan as to how to tackle this room, we really got into the flow!

What we really liked about this game was simply how the game flowed. The right evidence at the right time. The evolving and increasing depth of story is very strong. How you collect evidence is done in a really clever way and you would be forgiven to feeling like a pro detective by the time you’ve finished!

 

The Verdict

The Mythologic team continue to develop a brilliant and diverse set of escape rooms and this is no exception. We all agreed that we would highly recommended this room to all. With a brilliant combination of murder mystery coupled with old school styling, really strong puzzles and a great theme – make sure you add this one to the to-do list. Very different from many other escape room experiences, this is sure to be one you wont forget.

 

Would I recommend this room?

Certainly! A really clever mix of murder mystery and old school escape styling

Who would I recommend it to?

Newcomers and families will be sure to love this. Likewise those more advanced will certainly appreciate the outstanding creativity that has gone into this.

How many players would I recommend?

4 is a great team number for this game as there is generally plenty of space to play and enough to keep everyone occupied.

Suitable for Children?

Yeah, completely fine. Understandably there might be some things which are slightly too advanced for younger guests to appreciate, however there is nothing scary or offensive

CSI: Time’s Up can be booked by heading to Mythologic’s website here.

Please, Don’t Touch Anything VR | Review

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Please, Don’t Touch Anything VR Review | Covering for a colleague taking a bathroom break, you find yourself in front of a mysterious console with a green screen monitor showing a pixelated live image of an unknown city. Also present is an ominous red button with the simple instruction to not touch anything! Push the red button once or press it many times. Your choices and actions will lead to outrageous consequences and over 30 unique puzzle endings.

Developer: Four Squares, BulkyPix
Date Played: June 2022
Console: Oculus
Number of Players: 1
Time Taken: ~2 hours

Every time I saw a warning on this game that read “Not for the faint hearted” I thought “Hah! How bad can this be?! It’s just a game where you’re sitting in front of a console pressing buttons.” Then I found myself worshipping Satan, being scared out my mind by demon standing behind me, and watching the human race get wiped out… Repeatedly.

That said, I still wouldn’t describe it as a horror game. I’d describe it as a fixed perspective escape room game. Which is a fancy say of saying “button pushing simulator”. It’s just you and the console, and a lot of different outcomes. Where most escape rooms just have one (you escape), this has multiple. But the idea is the same, you’re solving puzzles and performing actions in a small 2x2m room to achieve them all. And let me just say… It was some of the most fun I’ve had in VR in a long time!

 

 

About Please, Don’t Touch Anything

The original “Please Don’t Touch Anything” was a short pixel art game released by a Russian indie studio Four Squares for PC way back in 2015. It received a large amount of praise and the studio, in collaboration with Escalation Studios then went on to release a 3D version of the experience just a year later with virtual reality support. Later the game was launched on Nintendo Switch, and has continued to be met with praise for many years since.

Skip forward to 2022, and I’m idly scrolling through the Oculus store with a 30% off voucher in hand looking for a new title to try out. I wanted something short, fun, puzzley, a little bit creepy. After punching those filters into the search engine, there was one title that kept coming back to me: Please, Don’t Touch Anything. Well, of course I wanted to immediately touch it.

 

 

“I’ll be right back, don’t touch anything!”

The game begins with you in a small room with a large console in front of you. Your colleague appears at the door and says he’s popping out for a quick bathroom break and for the love of god, he implores you not to touch anything on the console. With a wave, he’s gone. It’s just you and the room. Oh, and a giant red button.

Amusingly, on my first playthrough I didn’t touch anything. My colleague appeared back from the bathroom and thanked me for being so diligent, and the game ended. I was immediately respawned into the room and it begun again. This time, I hit the big red button and triggered a nuclear apocalypse…

So far so good.

If you can tell from that brief description, Please, Don’t Touch Anything is a game of many many endings. Thirty endings to be exact. It’s best played with no expectations – you walk in, you press buttons, or you don’t, and you get a curious ending. The game restarts and you’re immediately hooked on a need to uncover every single one. What happens if you push this button? How do you get the hammer? Is that a UV blacklight? With each playthrough a new facet of the world reveals itself. How will you destroy civilisation this time? Or will you simply press a switch 50 times and nothing will happen. Perhaps you’ll make it your mission to clean up this (very messy) room. All valid game choices all with unique endings.

It’s also a game packed with many pop culture references. From TV, from films, and from other video games. Delightful nods to puzzlers past and some very creepy moments I’d only seen on the silver screen suddenly brought to live in VR. I love it!

 

 

Button Pushing Simulator Now in VR!

If you’re familiar with the original 2D version, there are enough changes in the VR/3D version to make the game feel innovative and fresh. Endings are different and things have been added. For the whole part, it’s a game that works well in both 2D and 3D but as a big fan of virtual reality I think it works really, really well in this medium. For starters, you’re pushing buttons and toggling switches and this feels extra immersive in virtual reality. Want to pick something up? You can simply bend down in real life and pick it up and manipulate it in real life.

In terms of controls, it’s not perfect, but that’s to be expected for an early VR experience. My hands in the game didn’t always move to where I wanted them to be and I found it was often quite tricky to stretch over objects and reach things. For the best gameplay, you need a large space to play in at home so that you can move around freely. You can play this standing up or sitting down. It might be slightly more immersive (and easy on your legs) to sit down, but I played it largely standing up. If you don’t have a large space, you can stay rooted to one spot and use the in-game mechanic to teleport around fairly easily too. No motion sickness here!

 

 

Where are the Puzzles?

Like any good puzzle game the primary ‘puzzle’ is figuring out what to do. Then figuring out how to do it to get the output you want. For sure, there are plenty of ‘classic’ puzzle mechanics the escape room enthusiast will recognise, like Morse Code or binary inputs, but it’s largely a game of sequence memorizing and inputting a variety of data pieces into your console creatively. You might find a 4 digit code on one playthrough that you suddenly remember 10 playthroughs later and input it. You might spot a symbol which ends up being a map to guide you around a grid of buttons. There are a few ciphers, and some very fun uses of black-light, and so on and so on.

In short, I think it’s a fantastic game for the escape room enthusiast to play. It’ll push everything you know about solving escape rooms to the limit, and then some. A unique game that doesn’t quit fit into any category box, but definitely one I think you, dear reader, will enjoy. Puzzles a-plenty.

 

 

The Verdict

I really, really enjoyed playing Please, Don’t Touch Anything. It’s tongue in cheek humour was the perfect setting for a quirky little puzzle game like this. When writing about any VR game I like to consider whether such an experience would be possible in any other medium other than VR. There’s nothing in it that wouldn’t necessarily be possible in another medium – the example being that it’s also available as a non-VR title, but it’s so much better in VR.

I’d not hesitate to recommend this to any other escape room enthusiast and I think it’s got a rightful place in the Oculus catalogue as a game puzzle fans should definitely check out.

Please, Don’t Touch Anything can be purchased for Oculus Quest 2 on the Oculus store page here.

Wolf Escape Games: Hallows Hill | Review

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Wolf Escape Games: Hallows Hill Review | Can you solve all of the puzzles and unlock the dark secrets of Hallows Hill? Gather your team and play at home or over video chat!

Date Played: May 2022
Time Taken: 63 minutes
Number of Players: 4
Difficulty: Medium

Sometimes I play digital play-at-home escape rooms and I finish them thinking “wow, why wasn’t this made into an actual video game?!”. That’s not to say video games are anything ‘better’ or something designers should strive to create. Far from it. It’s just every single thing about Hallows Hill looked and played like a video game I’d expect to find on PC or on console. When they describe their game as “cinematic”, they’re not wrong…

From the beautiful 3D sets, to the point-and-click style of adventure with stylish cutscenes between it, to the music, the high fidelity, and general high budget feel of Hallows Hill, I was super impressed. In fact, it’s a wonder that Wolf Escape Games has completely flown under the radar as much as it has. We’d heard of it, because we make it our mission to hear about and play as many escape rooms as we possibly can. But by and large since the game launched in 2021 it hasn’t got the attention I think it deserved. So, lets go onto why!

 

 

About Hallows Hill

If you like ghost stories, you’ll love Hallows Hill. With a slight “choose your own adventure” twist, you find yourself plunged into an eerie mystery set in the old Hallows Hill household after, in our case, a patient under our care went missing. We chose this option, so I’m not sure if everyone will have the same reason to have to go and explore the old and clearly haunted house, but for whichever reason, you find yourself standing on the creaky porch of a dilapidated building. Your goal: Get in and get out quickly!

Throughout the way we were anchored to another character by a slick text-message interface. Harriet took the role of gentle GM, an automated series of messages that provides guidance and eggs you on through scarier moments. There were plenty of those, and plenty more where I was like “damn this job isn’t worth it lets just leave guys and find a new job”, but nope, on we ventured through the creaky house.

The further and further you go, the more restless the spirits become. Before long a mystery begins to unravel before your eyes over a series of ‘chapters’. A ghost story, a tale of children from decades ago, and a mysterious fire. But to achieve our goals (in our case, recover our patient), we had to push on.

*shudder*

 

 

Follow the Leader

The game has an unusual setup in that the leader must share their screen and other players can play along second-hand. We’re not the biggest fans of this style of gameplay as it always leaves one person feeling like they’re doing everything and everyone else more like passive observers. Without the freedom to click around yourself, it’s difficult to be as fully engaged with the person hosting. This time round, I was the ‘host’.

Mostly, it worked well. The technology was fairly seamless and anything I discovered on my screen would immediately populate into my team mates “backpacks” to take a closer look at. Occasionally there’d be a puzzle or two which only I could do. For example, a jigsaw. At these moments my team mates either watched me rapidly solving on screen, or moved on with a different puzzle. In another moment, a sound puzzle could only be controlled by me and the sound-sharing didn’t work as well as it might have done meaning it was a lot harder to solve than it might have been. But really those two things were just details in an otherwise smooth and logical puzzling experience.

One thing Hallows Hill did do really well was interweave the story into the puzzles. I love it when I see good Game Design done well like this! The solutions to puzzles told us about the characters and the ghostly happenings occurring in the building. It wasn’t the kind of game you could ignore the story in. The story was fundamental to the experience and handled very well.

 

Cinematic Level Graphic Design

Another thing Hallows Hill did really well was that ‘cinematic feel’. I literally cannot emphasise this enough, this game was absolutely beautiful. Maybe the most beautiful non-video game digital game I’ve ever played, and heck I’ve played a lot. The team really outdid themselves on the beautiful set design, atmospheric effects, music and cut-scenes. From the start to the finish I felt utterly immersed and seriously impressed.

 

For this reason we’ve decided to award Hallows Hill the Diamond Badge. This badge is awarded to games that were visually stunning and it’s a no brainer. *chefs kiss* for gorgeous set design. If this were a video game company and you told me it was a triple-A studio, I’d not be surprised in the slightest.

 

 

The Verdict

We had a lot of fun playing Hallows Hill and the best part? We finished 18th on the global leader board. Yay! I’ll take that with pride! We used one hint on a puzzle that indeed seems to stump most people judging by reading other reviews. It was a classic sound puzzle, and I’ll take the hit on that one – I’m just not that great with sound puzzles.

Now it is technically a scary game. Think spooky ghosts and eerie moments of tension. But even if you’re no good with frights, I’d still encourage you to try Hallows Hill out. There are no jump scares and it’s well worth it for the visuals and graphic fidelity alone. From fun puzzles to an immersive atmosphere, Wolf Escape Games have totally outdone themselves and I’m now eagerly awaiting to see if they’ll create any more games.

 

Hallows Hill can be booked by heading to Wolf Escape Games’ website here.