Escape Edinburgh: The Magic Emporium | Review

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The Magic Emporium: Three days ago a well renowned supplies shop for all budding wizards closed for the day. However inexplicably the shop never opened again. Sensing that forces of evil are at work you have decided that you are going to investigate the mystery behind Ms Garbo’s disappearance. Don’t get caught!

Date Played: December 2022
Time Taken: 35 minutes
Number of Players: 3
Difficulty: Easy

 

“I’ve never done an escape room before”, my friend tells me.

Wait, what?! Let’s fix that right away!

Unfortunately by now I have done most of the absolutely excellent rooms in Edinburgh, so my choices to take a brand new non-enthusiast somewhere impressive were slim – but you can’t go wrong with somewhere like “Escape Edinburgh” which is a franchise with venues all around the UK. Back in London, I’d enjoyed a lot of their rooms and being a franchise model of company I figured they’d be pretty good in any city you came across. We’re fans of the ‘magical world’ theme, so The Magic Emporium in Edinburgh (one not available in London) seemed like a good bet to try out.

On a wintery day just after Christmas we took ourselves down to Escape Edinburgh to try out the magical shop themed room as a team of three. Between us, we had a range of ‘experience’ levels with the escape room, making for a perfect mix, and – in my opinion – a perfect team size for a game like this. The lobby area is much smaller than most escape rooms, so as we waited for our friend to arrive, we stood to one side reading through the waiver and making small talk with our host. Just as we were about to be led to the room, an enormous group of around 20 people who had not made a booking showed up asking if they could play a room there and then. I felt for the Games Master as they dealt with the chaos of that group arriving to the world’s smallest lobby all at once, and it did cause a slight delay to the start time of our game as we huddled in the corner patiently. But after a little while, we were at our room’s door and off into the magical world of “The Magical Emporium”.

 

 

The room starts impressively as you find yourself in a cobblestone alleyway outside of a row of shops. I really like this “looking into shop front mechanic”, and Escape Edinburgh did well to recreate a magical atmosphere in this space. As we could tell from the offset, there were many more puzzles to be found inside but our first task was simple: Get inside, somehow.

 

Magic and Mystery in the Air

The room did a fairly good job of taking us through the narrative and puzzling journey in terms of gameplay. It was a fairly linear room, although there were moments when different members of our group were split up from one another, relaying and reciting information we’d found. There was plenty of searching and finding, and plenty of locks to keep us occupied too. At one point did we get stuck and require a clue. The puzzle was something that had been staring us in the face for a while, but after much staring it didn’t quite click for us, so we opted for a clue. Besides this one puzzle, the overall game felt like it had a good balance of fun and puzzling to suit a newbie group (such as ourselves) and still give that magical spark that makes someone want to come back for more escape rooms. My life goal to create more escape room enthusiasts is therefore complete!

Since The Magic Emporium is a franchise escape room available at the Escape group, you might notice a similarly named room available at a number of other locations around the UK. Notable: Chelmsford, Lincoln, Walton Pier, Newcastle, Basildon and of course the venue we visited: Edinburgh. In general, rooms of the same name are the same across different locations. However some may have notable differences. So an experience at another venue may be slightly different than the one we had here. Similarly, being a franchise escape room, I find that sometimes- but not always, there’s a little wear and tear. This holds true for The Magic Emporium which I have no doubt was a stunning room in it’s glory days but now suffers a little roughness around the edges and slight breaks that can’t be easily fixed. That said, if you’re not put off by details like this, it’s still a solid escape room.

 

The Magic Emporium: The Verdict

A fun little room that suited our newbie group very well. We weren’t overly challenged, but we did have a lot of fun and appreciated the environment and setting a lot. The Magic Emporium would be an excellent room for kids and families alike, as there’s a fun mix of traditional locks and more ‘magical’ activations of hidden puzzles. It might not satisfy the enthusiast’s itch, but still worth a visit if you’re in the area.

 

 

The Magic Emporium is available at Chelmsford, Lincoln, Walton Pier, Newcastle, Basildon, and of course the location we did it at: Edinburgh. The room is (as far as we’re aware) identical at all locations.

Eleven Puzzles: Unsolved Case | Review

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A new lead turns up old doubts about an ‘Unsolved Case’. A trap, or a copycat killer? In this co-op puzzle game prequel to the award-winning Cryptic Killer series, put on your detective badges as you collaborate and communicate to crack the codes, solve the riddles, and catch the Cryptic Killer.

Date Played: April 2023
Number of Players: 2
Time Taken: 30 mins
Difficulty: Easy

Although we became very familiar with digital escape rooms over the course of the pandemic, it’s been a while since I’ve played one. Last year I covered “Parallel Lab” by Eleven Puzzles, and greatly enjoyed it, so when I saw they had just released a new (free!) game, I absolutely had to play it. This is actually the first part of a larger game set to be released soon, which is even more exciting!

 

 

The Premise

Much like their previous game, this game requires two players on separate devices. This game actually supports cross-device playing, which meant I was able to Skype my mum and play on my computer, while she used her iPad, which she is more used to than playing on a computer. Part of the reason I love the Eleven Puzzles games so much is their ease of play – you are not tied to what the other person is doing and are fairly free to roam and interact as you like, and the gameplay is pretty much just point and click, so no tricky key combinations to figure out – any difficulty is just about the puzzles themselves!

In ‘Unsolved Case’ we return to the partnership of Ally and Old Dog, who have just received a mysterious briefcase each in their own apartments. These apartments happen to be fairly similar, and hold all the clues needed to crack the case open…

 

 

The Puzzles

All the puzzles in this game require cooperation, not just one or two. However, they’re also unique and creative in the way they require this teamwork. Certain puzzles may require you to do the same thing, with different results, while others require the sharing the information. One thing I noted as we played was how well-balanced these puzzles were – I never felt like I was missing out on the ‘aha’ moments, and similarly didn’t feel I was encountering them all. If there was ever a puzzle where I felt my mum was having all the fun, there was soon to be a similar puzzle where the role was reversed (although different enough that it wasn’t a cut-and-paste).

example with minor spoiler

At one point there is a puzzle that required my mum to essentially work out a maze (I think), and all I did was click a button to go left, right or forward. However, there was also a similar puzzle where I had to figure out which ‘doors’ to open or close and all my mum had to do was click a button with specific colours on. It’s a great example of balancing the gameplay with similar experiences, without it feeling identical.

 

 

In fact, I thought a lot of the puzzles were really well done – they were all creative while still being logical, if not too simple. At each stage, there is a padlock to unlock the next part of the story, with icons clearly showing which puzzles to solve to find the numbers. This meant we knew what we were doing and worked our way through each, even directly affecting each other’s rooms while doing so, which was a really fun.

 

 

The Verdict

I really enjoyed playing this – the playability was easy, puzzles were fun and interesting and it’s got a neat, comic book style. It’s a shame it was so short, but as it’s free I think this is a minor point! I would also say it would’ve been nice if there were slightly more independent puzzles too, to make it slightly less linear and bring a little more freedom. Overall though this is a really fun game to play, especially if your teammate is long distance, and I can’t wait to play the full game when it’s released soon!

Unsolved Case is free to play, and available on Steam, Android or iOS.

 

EscapeSC: Break the Internet | Review

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Break the Internet Review | Congrats! Your company’s new social media site, Sincere Screen, is about to get a big update! Nothing could go wrong…right?

Date Played: February 2023
Time taken: 30 minutes
Number of Players: 4
Difficulty: Medium

Escape SC are easily one of the most unique groups of people out there crating escape games because… Well… They’re a university group! Damn, I wish we’d had something like this when I was at university.

As such, it’s always a little hard to talk about the “Escape SC” style, because it changes year on year when new students join the club, and other graduate (hopefully onto a very successful career in game design themselves). But what the group does do consistently is create one, sometimes two new digital games each year, and if there’s one thread uniting all of them, it’s that they’re really, really good.

 

 

Break the Internet

Their latest adventure is called “Break the Internet” and poses you, the player, as an unpaid intern for a website about to launch a big social media campaign. Except, the files are corrupted. Too bad your boss is on holiday and can’t remember her password to the laptop she’s saved all the correct imagery on. It’s up to you to fix everything. Find those photos, fix the issues, or risk your internship. So, no pressure, hey.

The story is light-hearted and contains more than a bit of tongue-in-cheek humour! We’ve all had a dreadful internship like this where your bosses think they can just shunt their problems onto your plate whilst they go off on holiday. I’ve no doubt the students at Escape SC are also creating from the typical student experience of sacrificing a lot to get into university, get the best grades, only to be given the most menial and needlessly stressful job ever. Yeah, I’ve been there too.

Sandwiched between a few other more ARG-like games, my regular team of Escaping the Closet (Al, Ash and Tasha) got together to give Break the Internet a go on a calm Monday evening. I’d just finished up with work moments earlier, and was excited to dive into my second shift internship at Sincere Screen. A call from my new boss? Sitting somewhere sunny and sipping a cocktail. Ugh, the audacity of some people. Haha.

 

Web-solutely Good Fun

In terms of gameplay and puzzles, Break the Internet differs in earlier games by the team such as Science Splice in that we found it a little bit shorter and a little bit easier – but no less fun. We really enjoy the humour and topics they cover, good puzzles are just the icing on the cake. You start at your boss’s desk trying to crack her password based on a number of clues. Then, once you get into the computer, you’ve got to search around for the files to find what you need.

As you can imagine, many of the puzzles revolve around computers – there’s search and find, there’s mathematical puzzles, and there’s a fun amount of interactive ones too. What can I say, I love drawing on the screen. Hidden among those puzzles were memes and gems from the early internet era, neatly tied in with a very realistic “file hunt” game mechanic we enjoyed a lot.

There’s a logical sense of progression and linearity, but at times that linearity is taken quite far. What I mean is, at any given time all of us were working on the same puzzle at the same time. This is part in the way the game is set up, but also in the way that when one person clicks something it redirects for every player. So all of us were, quite literally, on the same page. Without being able to have different players move around different screens at once, we resorted to using screenshots of information from one area to solve another puzzle, and in more moments than not, one person did the bulk of the clicking, whilst the rest of us watched patiently.

If this isn’t an issue for you, then you won’t be bothered by this – and for us, we were doing this room at a more leisurely pace than we normally would, so though unusual, we still found it fun.

 

 

Surfing the Bright and Colourful World Wide Web

One of the things we enjoyed the most about Break the Internet were the visuals. Quite simply, this is a really lovely looking game. There’s a lot of care and effort gone into making it pop, from 3D graphics to illustrations, to a bright and poppy internet interface. As with previous games, Escape SC do a lot with a platform like Telescape, typically used for converting physical escape rooms to a digital format, instead Escape SC take the genre of a play at home escape room and create fictional worlds packed with details. It’s a lot of fun.

The team have also gone to the extra effort of having video portions where you’re introduced to the characters of the game, setting the story and breaking up the puzzle solving chunks.

 

The Verdict

Break the Internet is a fun game. We completed it quite fast – but we still reckon you get a lot of value for your money with this one – at the time of writing, it costs $7 USD to play Break the Internet, but we were kindly provided with a code for free. It would be best played in a smaller group, perhaps even best played solo. Some of the earlier Escape SC games are no longer available, so whilst I don’t know what the team’s plans are for this one – it’s best to play it sooner than later!

 

Escape the Internet is a digital game and can be booked by heading to Escape SC’s website here.

Envelescape: Thornbright Mansion Chapter 1 | Review

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Envelescape Review: You and your party of property investors are eager to view the illustrious Thornbright Mansion that has just gone up for sale, but not everything is as it seems. Strange damages, missing documents, and cryptic notes alert you to something far more sinister inside this home.

Date Played: February 2022
Time Taken: 25 minutes
Number of Players: 3
Difficulty: Very Easy

Envelescape is probably best known for running a Kickstarter way back at the start of 2023. Fully funded within one hour, it ended up raising 71 593 CA$ which meant success – the project would be brought to live. Fast forward to a year later, and one of the creators reached out inviting us to play. Though I’d missed the Kickstarter myself (*shakes fist at the universe for always being broke in January*), I was excited to play the game in it’s fully realised, shiny, pop-up form.

Envelescape has done an excellent job of building up a community. From a team of fairly unknown game designers, to hit the big numbers in Kickstarter and be as popular as they have been in the months since, a big round of applause! To say we were excited would be an understatement. And so, on a bright Tuesday afternoon, I invited 2 of my favourite puzzlers round of an evening of ‘envelope’ games – Including Scarlet Envelope, Enigmailed, and Envelescape. For no particular reason, we went with Envelescape first. In hindsight this was the right thing to do, as Envelescape, being vastly easier and quicker to play than the other two, warmed up our brains in a fast paced 25 minutes.

I wasn’t sure if 25 minutes was right, since the Kickstarter suggested 60 – 90 minutes, so in true The Escape Roomer form, before writing the review I handed the game to one of my fellow writers here for a more balanced opinion. How long did they take? 15 minutes, solo. So, it’s a quick game. But why? Well, it’s easy – but is it too easy? Maybe yes. Let’s get into why.

 

Image (c) Envelescape

 

Welcome to Thornbright Mansion

Envelescape is a fairly non-linear game set in a small ‘pop-up environment’, representing the front hallway of Thornbright mansion. There’s a web-portal with six images on it, representing the six puzzles to be solved in the environment. You can more or less do these in any order, although the solutions for some of them may help with later ones. But in all, the flow of the game was straightforward. We looked at the 6 images, found where they were in the house, solved the puzzle, inputted our answer, and then opened an envelope. Inside each, a scrap of paper such as a letter, or a receipt. Some of these papers were puzzles in themselves, but most were narrative – carrying the story along. Rinse and repeat until you’ve solved all 6.

Of the six puzzles, we found most of them self contained, and very easy. For example – light spoilers incoming – one of the puzzles was a riddle written on the floor. This riddle wasn’t well hidden, in fact, due to the way we opened the game, it was actually visible to us from the beginning. It was also a well known riddle we’d seen countless times before. Before we read the introduction, one of our party had already solved the riddle, citing that they’d seen it on one of those Facebook “Can you solve this brainteaser” posts earlier that same week. What you see is what you get. In this specific case, the whole puzzle was contained within the one riddle, and this rule held more or less the same for the remaining 5. No secret step 2, and no hidden layers.

At the 10 second mark of the game, we were 1/6th of the way through the game… That’s got to be a record, right?

“But what about the story, the materials, the fun factor?” I hear you ask!

 

Paper Ghosts, or Something Scarier?

Since we solved all the puzzles quickly, the bulk of our gameplay was spent reading the materials. Between the three of us, we took turns reading each of the materials in silly voices, putting on affectations of the characters in the house. The house was full of curious characters, and we loved bringing them to life. For sure, there isn’t a huge amount of reading. There’s an introduction, and then the additional information supplied by the materials in the envelopes… But despite the few materials in this game, the creators managed to communicate the story quite well! A certain aura of the creepy, the mysterious, and a touch of the macabre. A mysterious old house, and you – a team of property investors coming to investigate. But with documents missing, and strange scratches in the wall… What is going on?!

Well… I don’t know.

Unfortunately this is the first chapter, so we were left with more questions than answers by the end. A cliff hanger? Gasp!

I have a theory about what is really going on in the house, and if I’m right, I have to congratulate the authors on seeding little clues in this first chapter. But until that time, we’re left wondering.

 

Image (c) Envelescape

 

A Physical, Tactile Experience

So how does Envelescape look? How does it feel? Well, it’s a small tactile pop-up room that fits down into a small envelope. It’s made from a sturdy card stock and glossy laminate. Our particular copy of the game had to travel a really long distance from Canada to the UK. It had some slight damage on arrival – bent card, and the envelopes inside looked like they’d jostled around a little too much. But I can’t fault the creators for that since that’s outside of their control.

In terms of illustrations… Envelescape is super bright and visually very fun! The illustrator did a really lovely job of bringing a spooky old house to life, with a blocky, cell-shaded cartoon-like veneer. It’s really pretty. I love pop-up games, and I doubley love them when you can tell the creators have put a lot of love into making them visually impressive.

However, if you want to really enjoy and take in the lovely illustrations, you’ll have to be quick. There was no mechanic in the game to keep the pop-up scene open, and so one of us always had to keep their hands on the game holding it open manually whilst the other two people solved. We tried using our mobile devices and pins to keep it open, but the process was a little clunky, and the game didn’t feel built for anything other than holding it open with your hand. In the end, taking some photographs and viewing them from our mobile device rather than try to wield the pop-up scene worked best for us. For a pop-up game, this was a little disappointing and felt like a big oversight. For such an impressive and good looking game – I want to show it off! It would look beautiful open on my board game shelf, and it should really stay open on its own. Perhaps there’s an opportunity in the future for the company to sell a stand and pushpins to use to keep their game open?

But that brings me to the second thought our team had, and that was: Why pop-up?

Don’t get me wrong, I love pop-up games, but we definitely felt that besides looking ‘behind’ objects, there wasn’t anything in the game that particularly lent itself to pop-up mechanics, and the pop-ups themselves were fairly basic. A pop-up flight of stairs, and two cupboards. The rest was a flat illustration. According to the Kickstarter, the game was designed to recreate the physical feeling of being in an escape room, but we thought that besides one moment in the game (a moment we accidentally bypassed anyway) the game didn’t need to be pop-up at all. It would have worked just as well on a single, printed piece of paper, or as a digital point and click game.

If that sounds like a criticism, it isn’t meant to be. I love that they had a cool idea and decided to render it in something that (at the time) not a lot of companies were doing, it makes Envelescape unique and marketable. But pop-up environments are meant to be immersive. They’re unique and rich with opportunities for really creative puzzles that don’t fit into other mediums. I would love to see Envelescape take better advantage of this and create puzzles that only work in this environment.

 

The Verdict

This game has a lot of good points, and an equal number of areas we felt slightly disappointed in. I think we all thought the game had more potential, however any company’s first game is always going to be a bit of test run (I would probably die of embarrassment if someone wrote a review today of the first few games I designed and published) . With this first chapter of what I hope is a long and successful series, the creative team probably knows what works and what doesn’t work, and I’ve no doubt they’ll carry the learnings well into the next. I’m actually really excited to see what Envelescape do in the future. It’s clear the company has fantastic ideas, a dedicated and talented team, their first game was fun – it just needed more. And players wanting ‘more’ of a game is an excellent problem to have!

As a final note to this whole review, as someone who is a game designer who works on pop-up puzzle games myself, I thought long and hard about asking one of my co-writers to lead on this review instead. But after weighing up the pros and cons (and since all of us who played broadly agree on the verdict), I decided that actually my background gives me a good experience, perspective and a certain authority to talk about pop-up puzzle games as a medium. What works, what doesn’t work – and what has big potential. I recognise the hard work Envelescape have put into Thornbright Mansion (god knows it’s hard making a game like this) and I would applaud them for it. I’m excited to see what they come up with next.

So do we recommend this game? Yes! Support the company. Support creative people with a vision and the drive to create it. Support pop-up games. If you want to support Envelescape, consider buying Chapter 1 on their website here.

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

EscWelt: Orbital Box Constructor & Space Box | Review

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“3D Puzzle Orbital Box is a new form of intellectual logic game designed to play the story and scenarios of the EscapeWelt quest. After assembling the constructor, get to the secret compartment with your loved ones without leaving home! Double the fun! A thrilling experience, tricky traps, and intricate puzzles of the quest room await you. 3D Puzzle Orbital Box is designed by experienced engineers who have developed unique puzzles and multi-level challenges.”

EscWelt

 

Completion Time: 1 hour each (to solve), 2 hours (to construct)
Date Played: December 2022
Party Size: 1
Difficulty: Hard

Love ERs?  Love flat pack furniture DIY? Want to meld the two into an afternoon’s entertainment and/or frustration (depending on your level of dexterity and patience)? Then the Orbital Constructor set is ideal for you.

I’ve waxed lyrical about my love for wooden puzzle boxes before when I reviewed EscWelt’s House of the Dragon.  And I still get real childlike pleasure from finding them in IRL escape rooms, especially in any of the brilliant games at Escape Plan where carefully themed and hand-crafted puzzle boxes frequently replace the erstwhile padlock. So I was first with my hand up when EscWelt asked us to take a look at two of their other puzzle games – Orbital Constructor and Space Box.

 

Where to Start?

Orbital and Space Box sit alongside EscWelt’s range of hand built, complex 3D puzzles and you can buy them already set up and ready to go.  But if you fancy a double challenge you can also buy their ‘constructor’ kits and do the building yourself.  Which is what I sat down to do one grey day in that confusing nowhere time between Christmas and New Year.  From the very start it’s easy to see why EscWelt is proud of its reputation for quality hand-built puzzles because right from the get-go it was obvious that putting the Orbital together was going to be some mean feat.

 

 

With the box open, the sheer number of pieces of laser cut puzzle parts was suddenly quite daunting, as was the rather hefty instruction/build manual that accompanied them.  The puzzle pieces come in 6 sheets and my childish, ‘I don’t need to read the instructions’ instinct meant I wanted to start popping out all the parts straight away.  I can only say this is very much not a good idea.  Resist the popping urge.  The pieces are numbered but sometimes the numbers are on the surrounding sheet rather than the piece itself so had I given into my initial instinct I would have had one big pile of pieces and no clue which was which.  Thankfully I did actually read the instructions (my late DIY loving dad would be so proud of me!) and realised that I needed to do this build in an organised and coherent fashion.

 

DIY Puzzling

The actual build process is fairly simple if you follow the instruction manual carefully.  For those with middle aged eyesight like me the writing and the pictures are pretty small and you do have to be able to see the detail as some pieces are very similar and can fit in ‘wrong’ places.  But if you pay attention, double check you’ve got the right piece facing the right way, then it’s a step by step process clearly laid out.  There’s no glue, sticking, cutting or similar involved as all the pieces slide or click into place.  The only extra you might want to have on hand is a candle as some of the parts that you’ll need to slide or rotate when playing the actual game will be easier to move if they’ve been waxed.  (This is one part of the instructions I missed and it did make it difficult to move a few integral parts later on).

 

 

Once you’ve done all the construction you’re left with a substantial little box that has a hinged opening lid and space inside to fit a gift or surprise if you intend to hand this on to someone else to solve.  You insert a couple of ‘keys’ and the box is locked until either you or your giftee has solved the 3D challenges that it poses.

 

 

You might think that having built the box from scratch, the ER puzzle-solving part of the Orbital box would be spoiled or far too easy.  But it’s really not.  Yes, you might already know that you need to slide a few pieces around, rotate a disc or two but that’s all the help the construction process gives you.  Once the box is locked, getting back into it is still a challenge.  The puzzle part is similar to EscWelt’s other 3D challenges, and other similar products on the market – figure out where to start to generate a code that you can enter into a certain part of the box to release the lid and plunder the goodies in side.  The only thing missing for me with the Orbital was the narrative element.  When I played ‘House of the Dragon’ there was a leaflet explaining a brief narrative reason for the game but my instructions for the Orbital didn’t include anything similar.  When I had to go to the EscWelt’s website for a hint in solving the box (see, I told you it wasn’t easy even after you’ve built it yourself!) I realised there was supposed to be a space theme but, for me, that isn’t clear in the box itself.  That’s a minor niggle though.  The box can be played simply as a collection of mechanical puzzles to solve and is just as enjoyable.

I also played EscWelt’s Space Box (already constructed) at the same time.  The mechanics are very similar to Orbital (and House of the Dragon) and will feel familiar if you’ve played any 3D challenges before.  Both offer enough of a challenge to get you thinking (finding the point to start can take a while) but aren’t so thorny that you get frustrated and give up.  And the EscWelt’s website offers video hints to help you on your way if you do get stuck.

 

Final Thoughts 

As I said at the start, I love a puzzle box and these from EscWelt are satisfyingly challenging to solve.  If I’m honest, I think I’d skip the ‘construction’ part in future, I’d rather get straight to the puzzles, but if you’re of a model making mind then this is a good way to get two fun hobbies out of one item.

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

Breakin’: War on Horizon Alpha | Review

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War on Horizon Alpha Review | With the expansion of the human race on other planets, an oppressive regime has risen to power and instated a dictatorship on the Colonial Republic, the dreaded Alpha One faction. You and your team are part of a rebel alliance trying to overthrow the regime and reinstate democracy. A massive assault will take place on the Horizon Alpha space station, serving as the Alpha One headquarters, which aims to destroy it, thus sparking a revolution on all planets. Your mission is to infiltrate the station and deactivate the shields in time so that the assault may be successful. Without the shields down, the entire offensive will become a suicide mission. Good luck, you are the galaxy’s only hope!

Date Played: June 2022
Time Taken: 55 minutes
Number of Players: 2
Difficulty: Medium

It’s official! I’ve now played every single escape room at Breakin’. Which is why I can safely say that War on Horizon Alpha is the most “meh”. Don’t get me wrong, I love a sci-fi theme. Even more love for a sci-fi theme that’s clearly inspired by Star Wars. But there was something about this one that didn’t just click for us. A little tired, a little broken, and more than a few puzzles that I’m still not sure I understand even now, weeks after playing. That’s okay, not every room is for every person. I preferred Wizarding School or Heist Plan, but you might prefer this one.

 

Never Underestimate a Droid

The first thing you’ll notice when you walk into War on Horizon Alpha is an enormous R2D2. Or should I call it the IP skirting D2R2? Haha. The second thing you’ll notice is a huge amount of buttons. War on Horizon Alpha is a single-room escape room so pretty much everything you’ll interact with is right in front of you and it’s… A lot! There’s an enormous panel of buttons and screens and 99.9% of the buttons do absolutely nothing and there’s not much to indicate which are the ones you’ll need and which aren’t. Oh dear!

But, once the first hurdle of figuring out where to start (which we ended up spending our first clue on 10 minutes in), we were off to a flying start! As with most Breakin’ rooms, this one was fairly linear which suited our team of 2 quite well. We worked together on everything and progressed at a steady pace through the spaceship.

 

 

The cool thing about the room was the sci-fi vibe of it. It was a bit of a tight space but it was also clear a lot of care and attention to detail had gone into the set once upon a time, which by now is the good quality set design I expect from Breakin’. They know how to make a good atmosphere. Think neon glowing lights and blinking buttons and a fun musical track that ramped up in excitement as we headed towards the climax of the game.

We asked for a record breaking number of clues and many more of those clues either led to puzzles that were broken or things we found so illogical we had to be given the answers for them. We also wasted a good 20 or so of our minutes ‘solving’ a puzzle that was on full display but wouldn’t actually activate something until the very end of the game. So when we then got to the end we looked up at the camera like “we’ve already done this please don’t make us do it again“.

Once our GM had taken pity on us and given us the final answer, the game came to an abrupt halt and our host appeared to ask how we found it. We asked a million and one questions about all the things that didn’t make sense (there were a lot), had our photo taken, and were hurried out of the building without so much of a goodbye. It wasn’t the usual Breakin’ experience I’m used to, but everyone has an off day and every room loses it’s magic eventually.

 

 

The Verdict

Overall, not my favourite room. Lost points for puzzles and general wear and tear, but earns points for a fun sci-fi theme. I felt a little bad about it as we booked this room for my birthday and as one of the final rooms to play in London before moving out of the city. But as I say not every room will click with every team and that’s just the luck of the draw when you try a new room!

If you love Star Wars and sci-fi themes and a particular style of puzzle, you’ll probably love this. We’d loved everything else at Breakin’ so far, but this one was a miss for us. So if you do book this room, be sure to book a couple of others at Breakin’ at the same time to experience the full magic the company has to offer!

 

War on Horizon Alpha can be played by booking on Breakin’s website here.

Breakin’: The Flying Dutchman | Review

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The Flying Dutchman Review | Avast ye! Tell me, shark-bait, have you heard the legend of The Flying Dutchman? That dreaded ship captained by the sea-devil Davy Jones and his undead pirate crew? You’d best start believing in ghost stories… you’re in one! After your ship sinks in a great tempest you awake aboard the Dutchman. If you don’t escape before sunrise you’ll be trapped aboard her forever. Legend tells of a mythical diamond – the Heart of Calypso – which can break the curse. It’s hidden somewhere on the lower decks. The sun rises in an hour. So shiver your timbers, swash your buckles, and batten down the hatches. You need to discover the diamond to escape the ship and a watery doom!

Date Played: May 2022
Number of Players: 6
Time Taken: <30 Minutes
Difficulty: Very Easy

My favourite thing in the whole world is introducing new friends to escape rooms. My second favourite thing in the whole world is when they love the escape room and spend the whole time laughing and having an absolute blast.

For me, The Flying Dutchman at Breakin’ Escape Rooms was a perfectly ‘okay’ escape room. For the friends I took with me to play this one, 4 people who had never ever played any escape room before, they loved it. This makes The Flying Dutchman a fantastic ‘entry level’ room to bring your puggle friends to. It perfectly encapsulates what an escape room is with a mix of physical and mental puzzles, but isn’t in the slightest bit challenging meaning that even the most beginner of teams will ace through it and feel extra smart.

 

A Pirate’s Life for Me!

The story of The Flying Dutchman is your classic pirate ship escape room game. You play as a team of pirates who find themselves trapped on the dreaded ghost ship – the Flying Dutchman, captained by Davy Jones. Your ship has sunk and you’re trapped on this one with just one hour to try to escape or else you’ll find yourself in a watery grave too. Nothing like a little pirate themed peril to get the excitement going.

The setting was a large and well-furnished pirate ship. Think wooden floorboards, cannons and cannonballs, ropes draped from the ceiling and a big ol’ pirate ship wheel in the middle of the room. At first glance, especially compared to someone of the other escape rooms at Breakin’ you might think “this is is” but there’s a couple of sneaky extra spaces hidden around the environment making it slightly larger than you first expected. Though be warned – some of those extra areas are very small and very cramped!

Your goal is the simplest: Escape. And what follows is a somewhat linear series of puzzles to get you from A – locked in the ship to B – escaped!

 

Pirate Puzzles

For me, I’d definitely put this room in the category of “very easy”. We took zero hints and didn’t pause for even a single second. When taking new people into a room I’m always a little worried about solving things and jumping ahead with prior knowledge, so resigned myself to taking more of a backseat role. But in The Flying Dutchman this wasn’t needed, the rest of my team flew off to a flying start with no nudges from our Games Master, or even no need for me to step in and put my “escape room hat” on.

As mentioned, there was a mix of different puzzle types. They were all fairly well themed within the pirate universe, and a mix of ones that we triggered ourselves, and ones that we could tell the Games Master triggered for us. One puzzle, towards the latter end of the room was a very dexterous, manual puzzle which was a bit of a bottleneck for our very large team. With only two people able to complete the puzzle at one time, and multiple steps and chances to go wrong, the other four of us found ourselves standing around a little bit longer than we might have liked. But after 10 minutes (1/3 of our whole game time) passed, I spotted a sneaky hack that got past the slightly more boring part of the puzzle and skipped us closer to completion. Do I feel guilty? Yes, yes, a little bit. But if a puzzle is meant to be un-hack-able, it should be designed as such.

Besides this, the game was enjoyable from a puzzling point of view. There was a distinct absence of padlocks. Instead the room was surprisingly a lot more high tech than expected for a pirate themed room. Though that said, high tech comes with some downsides and we encountered one technological hitch with a puzzle where a door sprang open a little too early, giving us the final piece we needed to escape before we’d actually finished the game. I don’t think the rest of my team noticed so much though, and all was well that ended well since it ensured we broke out of the room with record time to spare.

If we had any issues along the way (we didn’t), in true Breakin’ form, we were given a walkie talkie that our Games Master could give us a code via. The code was input into an iPad on the wall and a hint would be displayed. This is the same as in all of their rooms, and a mechanic we are fairly used to by now. Though again, we didn’t need to use it.

 

Team The Escape Roomer escapes!

 

The Verdict

I had a good time playing The Flying Dutchman. Again, it’s not my favourite room in all of Breakin’ but it did the job and introduced a new group of friends to escape rooms. For a room best suited for a new team – the verdict is yes, that new team had a blast. For me? I found it much too easy, and a little wear and tear (to be expected after opening 5+ years ago) caused some hiccups with the tech and ease of brute-forcing a few puzzles. It’s probably what the enthusiasts call a “Gen 2” escape room. It’s a very early one, but it’s moved away from padlocks and codes as the primary source of puzzling into something much more atmospheric and immersive.

Add in a beautiful, well themed set, and it’s still a winning escape room. For the best experience, don’t bring any more than a team of 3 into the room. There just simply isn’t enough for a larger team to do. If you do choose to go in an enthusiast team, expect to escape in around 30 minutes as we did – and why not book yourself into a second room whilst you’re at Breakin? I’d recommend Wizarding School or Heist Plan.

 

The Flying Dutchman can be booked by heading to Breakin’s website here.

Mazer Zone: Star Struck | Review

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Mazer Zone Star Struck Review | The year is 2220, wars and natural disasters have ravaged the Earth. Humanity, clinging to survival in orbit, has one last hope – a scientific genius and his revolutionary formula for starship fuel. Alas, the powers that be will not relinquish their grip on the human race. Shortly after being recruited by the good professor, he suddenly disappears leaving the fate of mankind in the hands of you and your crew. Do you have what it takes to solve the mystery and save the human race?

Date Played: 2nd July 2022
Number of Players: 4
Time Taken: ~30 Minutes
Difficulty: Easy

Mazer Zone is one of London’s newest escape rooms and at the time of writing has only been open for a couple of weeks. Presently, there are two rooms available with a third coming soon. And well, you know me, I’m a sucker for a good sci-fi room so we couldn’t wait to get ourselves booked in to play.

Despite being located very centrally in Camden, Mazer Zone is an escape room that’s a little hard to spot. In fact, we walked past it a few times before realising it was there. Tucked away in a residential estate, an unassuming building that looks like it could be an apartment building opens up into a very clean and clinical basement with a very low ceiling – tall people be warned (though not a problem for me at 5 ft 1). On the outer door was a 4 digit padlock, and we assumed this might be the first puzzle – but thankfully after knocking a few times our host came up to pick us up.

As you go down into the main area, there’s no lobby to speak of, so be sure to arrive exactly on time. We kept our belongings with us and, after a quick briefing with the usual “this is a padlock, don’t brute force, if it’s above head height ignore it“, we were led to a mysterious door. A message appeared to us from a very cool sci-fi delivery pipe containing all the information we needed to get started and then whoosh! We were off to a flying start!

 

Image (c) Mazer Zone

 

Beam me up, Scotty!

What followed was a series of physical spaces (around 3 unique rooms to be exact), that followed the story of the mysterious disappearance of a spacecraft engineer and scientist. You see, we were space travellers in the far distant future trying to preserve humanity by colonising the stars. But we can’t do that without valuable starship fuel. Our mission was to investigate what happened to the scientist and recover his secret stash of starship fuel. Presumably so we could synthesize more, or perhaps we just wanted to use it to power our own ships and fly away. Either way, we had a mission and we stuck to it.

The room played out like a “museum of humanity“. Early in the game we found a tablet-like device which enabled us to scan any codes we found around the room. There were many of them. On the one hand, red herrings? On the other, just quirky distractions adding to the overall story. There were plenty of things in the room we never used, and plenty more things we did use which I couldn’t believe were even relevant to the game, but provided some fun moments of delight when they were.

There was one puzzle I enjoyed the mechanic of so much I even laughed out loud, inviting my other players crowd around just to watch it. But mostly, the puzzles were straightforward – easy to spot, easy to solve. Yes, we absolutely whizzed through the room and broke the record (although for a room that’s just opened that’s less impressive than it sounds), but we did have fun solving the puzzles. Everyday objects were used in innovative ways and there were some very fun moments of technology.

On the topic of red herrings however, there were definitely more red herrings than we were comfortable with. I counted around 5 digit padlocks we discovered which we ended up never using, and plenty of things that seemed so obviously like they were part of the game but then never ever used. There’s a lot of discourse in the escape room world about whether red herrings are good or bad, and it’s too detailed to get into here, but we at The Escape Roomer generally fall in the camp of “they’re not great”.

Having too many things in the room that feel unfinished leads to an anti-climactic ending in which you can’t help but wonder if you’re actually finished or not. Star Struck toed this line, as many of the ‘red herrings’ were quirky and part of the story. For example, informational pieces about the universe and objects which felt like they should have had a purpose, but didn’t in the end. When we finally unlocked the last door, we all couldn’t quite believe it. “But wait, we didn’t use ‘thing’?”, to which our host explained that we didn’t need to. So the jury is out on that one.

There was one puzzle in the experience which could potentially be a health and safety hazard. Not naming any names as I don’t wish to spoil anything, but there was definitely a moment we could have (but didn’t) hurt ourselves… Which brings me to the realisation that we weren’t asked to sign a waiver. It’s one of the first escape rooms I’ve ever experienced that hasn’t, which is interesting. Potentially just an operational oversight since the company itself is in it’s infancy, and hopefully an issue they’ll fix quite quickly.

As a final note, since we didn’t ask for any hints, we can’t judge how these are delivered – but we were given a walkie-talkie at the start of the experience in case we needed to communicate with our host.

 

Image (c) Mazer Zone

 

An Escape Room Set on a Spaceship

One of the things we enjoyed most about the room was the decor. It really did feel like a sci-fi spaceship and there’s some impressive technology in there that really added to the feeling of immersion. It was high-tech in all the best ways, with sensors and scanners a-plenty, plus all that tech worked perfectly well. Which makes sense, since the room is brand new.

On the topic of decor, the room very much feels homemade but in the kind of way that it’s been built with a lot of love. I’ve since found out that unfortunately it is a room that was open for some time in another country, before being sold to Mazer Zone and opened up here in London. That said, they’ve still done a good job the start-up resources they have available.

Just a note on accessibility, unfortunately the environment and the building itself being located down a long flight of stairs – so this room is not wheelchair accessible. There were also several puzzles that involved listening to voice-overs without subtitles, so a word of warning for folks with hearing difficulty.

 

The Verdict

Overall, our team did enjoy playing Star Struck at Mazer Zone. If anything, it was just a shame it didn’t last longer, I’d have loved to spend 60 minutes in the room rather than 30! We had an enthusiastic host, which brings about it’s own kind of charm, and we enjoyed chatting to them for a while after. The room itself featured some fun decor and unique technology, as well as puzzles that made us think outside the box in ways I haven’t experienced before. As, at the time of writing, they’re a brand new company so there are some big operational oversights which we’ve given feedback on, but I think it has a lot of potential.

Presently tickets come in around 30 – 50 pp, depending on how large your team is and when you visit. For this price it makes it one of the more expensive escape rooms in London. Do we recommend it at full price? Probably not. Especially given we escaped in around 30 minutes. But if you can get tickets at off-peak prices, then definitely worth giving them a go.

Mazer Zone are hard at work on their new and upcoming rooms. I hear the second and third rooms are better than the first, so it’s onwards and upwards from here.

 

Star Struck can be booked by heading to Mazer Zone’s website here.

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

ESC WELT: House of the Dragon | Review

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House of the Dragon Review | An aging Japanese carpenter felt abandoned by his son who had left home and started a family of his own.  But when a dragon came to the carpenter in his dreams and told him he still had time to bond with the grandchildren he’d never seen, the carpenter designed and built a wooden toy.  The toy was a puzzle box that children alone couldn’t open so children, parents and grandparents worked together to solve the mystery of the ‘House of the Dragon’.

Date played: May 2022
Time taken: 60-90 mins
Number of players: 1
Difficulty: Medium

 

Puzzle Box Joy

First up, I love wooden puzzle boxes. They are beautiful little works of art.  I had a money box as a kid that was a simplified puzzle box with panels that you had to slide around to find a hidden drawer with a key, then do some more sliding to find the keyhole.  I loved it, even when I’d done that sliding so many times it was no longer a puzzle.  I guess that was when the ER bug first bit, even though there was no such thing as ERs at the time.  It also explains the little jolt of joy I get in ERs like those by ‘Escape Plan’ where they use cute little wooden puzzle boxes in place of the ubiquitous padlocks. So much of the pleasure I get from ERs is that they are safe spaces for adults to indulge in childlike play and I guess wooden puzzle boxes are a direct, visceral link between adult me and the little kid I once was.

Which is a very long winded and philosophical path to saying that when EscWelt asked us to review their latest puzzle, House of the Dragon, I jumped at the chance.  I hadn’t played an EscWelt game box before, though had taken on similar puzzles by iAdventure, so was excited to unbox it.

 

Handmade Heaven

‘House of the Dragon’ looks and feels lovingly hand-made, a fact confirmed by a signed slip inside the box from the EscWelt bod who put it together.  In keeping with the Japanese theming and narrative, with the back story laid out on a paper insert, the puzzle box takes the form of a miniature pagoda, crafted from sustainable birchwood.  There’s lovely carved detailing and beautiful etching on every side, with cherry blossom tumbling down one side, and a dragon wrapped around the roof.  Each side and each section has a unique design and feel and a quick scan around the box gives you the sense of multiple puzzle elements.

But Where Do I Start?

But that’s where I came a bit unstuck.  The iAdventure games I’d played previously had a handy ‘start’ etched somewhere on them to give you a clue where to begin. ‘House of the Dragon’ doesn’t.  It’s clearly designed to be trickier and that’s no bad thing but it can also lead to frustration.  Maybe because I’m singularly dense, or maybe because I was playing alone, with no-one to bounce ideas off, I just couldn’t spot an obvious ‘way in’ to the sequence of puzzles.  So I spent a lot of time just turning the box around and around in my hands trying to get an insight into where to start. Which is ok for a while but my patience did erode fairly quickly.

 

Let It Flow

Eventually after a bit of wiggling of box parts, I made the first step and after that things flowed a little more, although you still have to be a bit experimental and willing to try some random poking around, in some cases literally.  After the first element was solved and I’d done a bit of Japanese language translation, I realised I was looking for a specific sequence (of what I won’t say coz spoilers).  And from then on, the puzzle flow around the box was more satisfying and fairly slick.  Constrained by the size of the box, there aren’t a huge number of puzzle elements and I probably took longer figuring out where to start than I did actually solving it all but the sheer physicality of the puzzling is very satisfying.  And, like in any good ER, the revelation at the end is worth all the effort that preceded it.

 

The Verdict?

My minor niggles would be that lack of a clearing start point and the fact that the playability of the box is impacted by some parts being too stiff and some too lose.  In some case parts don’t move easily, meaning you feel like you haven’t solved that element when you actually have.  Some parts also move but have no function other than looking pretty.  On my box the roof element rotated so I spent ages thinking there must be a significance to that.  But there wasn’t.

However, these are minor issues in a puzzle box that is beautiful to behold.  The tactile physicality of the box is the true selling point.  When you can’t get hands on with an ER out in the real world, and online or paper ER type games just aren’t hitting the right spot then a puzzle box like ‘House of the Dragon’ is a treat.  Sliding panels, buttons to push and pull, secret doors and secret codes.  All in the comfort of your own home.

There’s a QR code system to get access to EscWelt’s tips and hints on the puzzle box and once you’re done and found out the secret at the heart of the labyrinth, there’s also a resetting video so you can play again or pass the box on to someone else.  Maybe you could even hide a little treat inside and see how long it takes someone else to get inside ‘The House of the Dragon’.

 

‘House of the Dragon’ and other puzzle box games from EscWelt can be bought at their online store or at other online retailers. 

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

Mystery Mansion Regina: The Detective’s Office (Point-and-Click) | Review

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The Detective’s Office (Point-and-Click) Review | In 1951, Private Investigator Rick Murphy was investigating a case involving a stolen priceless necklace. Suddenly, Rick vanished without a trace. Step into his office and uncover what happened to him.

Date Played: May 2022
Number of Players: 4
Time Taken: 41 minutes
Difficulty: Medium

Even though the world has pretty much returned back to ‘normal’ when it comes to going in person and playing physical escape rooms, I get a little excited when a company located somewhere all the way on the other side of the world releases a new digital escape game. Even better when it’s Mystery Mansion Regina (a company we already absolutely love), and a physical room that’s well-loved by enthusiasts in Canada. For that brief hour at my computer screen with Al, Ash and Tasha, we get to be transported into the physical location in Regina, ready to help crack an old cold case, a stolen necklace, and a vanished private investigator. I love it!

 

Photo (c) Mystery Mansion Regina

 

About The Detective’s Office

The Detectives Office is actually a prequel to another in-person game at Mystery Mansion Regina: The Adventurer’s Club, and is also based at their brick and mortar site in Regina. Usually for 6-8 players max, the online version is built with Telescape and allows you to host up to 10 players, or even more if you wanted to split across multiple play sessions. As with other Telescape games, the Detective’s Office has been faithfully recreated with a 360 degree camera meaning you can click around the explore the environment as if physically there.

Throughout the experience you’ll see the other players on your team moving around with their cursor. Or in our case, clicking frantically on everything. Which is a good note for this game – be sure to click on absolutely everything, as everything interactable is relevant! Also unlike the physical escape room, we had access to a folder titled “Investigation Resources” which we could check at any time. This contained all the objects we’d discovered so far on our investigation – old photographs, newspaper clippings, and scraps of paper with cryptic clues on them.

In terms of the physical space, it’s about what you’d expect from a 1950s detective’s office. It’s dimly lit, has a large ‘investigation board’ mounted on the wall, and is packed with vintage furniture like old lamps, typewriters and briefcases to be unlocked. As we explored further we discovered hidden hiding spots, false walls and plenty of locks hiding secrets inside drawers and boxes dotted around too. After all, this is not just a simple stolen necklace case anymore – it’s also a missing person case. So finding out everything we possibly could about the investigator himself was paramount to the success of our own investigation.

 

 

Can you Crack the Case?

Now, onto the puzzles! I really enjoyed playing the puzzles in The Detective’s Office. Creatively well themed to the environment and almost always involved searching and finding hidden details and secret spaces.

As a whole, the experience is anchored around the investigation board where you have a number of suspects and details about them. As the game progresses you add in more details about the suspects you find, pinning them to the board each time until a complete picture of the crime is formed. They’re a shifty looking bunch of people and one of them surely committed the crime. But who? That’s for you to find out!

I also enjoyed the wealth of locks we uncovered. No, no, this isn’t just your keys and padlocks – there were 3 and 4 digit codes, as well as push-pin padlocks, and fun turn left, turn right dials that clicked open satisfyingly when we completed them. When a lock did pop open, a small video of that action happening in real life played for all of us, providing a fun positive feedback loop of confirmation of our success. That’s a rather technical way of saying it was fun seeing our pre-recorded ‘Games Master’ performing the actions in our place! A nice touch to bring the room to life and remind you it’s a physical space.

 

 

The Verdict

The Detective’s Office is a fun little game that you can play digitally from anywhere in the world for a fraction of the price of the in-person physical room. We really enjoyed playing it – it’s high quality and enjoyable, something we expect from all Mystery Mansion Regina experiences by now. Furthermore, we also got this game at a discount cost as they were running a special promotional weekend for it, and so the value for money for us at least was absolutely exceptional.

I’d recommend The Detectives Office for anyone looking for an escape room to play from home. If you can get to the real, physical room, then why not? But if you can’t, this is a great second-best option for enthusiasts and regular players alike.

 

The Detective’s Office can be booked to play any time by heading to their website here.