EscapeWelt: Blackbeard’s Compass | Review

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Blackbeard’s Compass – the newest puzzle box from EscapeWelt, inspired by the adventures of the legendary Captain Blackbeard. The Blackbeard’s Compass includes various riddles, each unlocking the next, ultimately leading to a hidden compartment within the box. Don’t miss the exciting escape room experience, lots of fascinating riddles and new unique mechanics – sea knots, a treasure map and even a real compass! Chart your course, set your sails, and embark on a legendary quest!

All images on this page are (c) EscapeWelt

Date Played: 19th November 2023
Time Taken: 45 Minutes
Number of Players: 1
Difficulty: Medium/Hard

Good things come to those who wait, and EscapeWelt’s newest wooden box experience now live on Kickstarter was well worth the wait. My co-writers Karen and Georgie previously played other games by EscapeWelt, but as for me – I’m pretty new to the whole wooden ‘break into the box’ mechanic, so I was excited to get my hands on this. Unlike your traditional ‘escape game’ where (the clue being in the title) you escape, EscapeWelt boxes are all about breaking into something. In this case, breaking into the mysterious pirate-themed compass case. Start anywhere, play with anything, and see where you get. That’s how I imagine these things go anyway.

With that in mind, I set aside a quiet Sunday afternoon, put a film on in the background (my first Christmas film of the season, though I was tempted by the on-theme Pirates of the Caribbean), and got to work. As a neurodiverse person, I love having something in my hands to play with. I keep a rubix cube on my desk for long meetings- as yet unsolved, but very very well worn. So the idea of a puzzle box really appeals to me. It’s also compact and tactile. The whole thing sits so nicely in my hands with just the right amount of details to entertain the eyes as well as the fingertips.

 

EscapeWelt Blackbeard's Compass

 

The Treasure Trove of Tactile Puzzles

My only real problem with this box was… Well… Me. I went through a period in my life where I learned how to pick locks. A period of my life I took way, way too seriously. I mention it because I think my knowledge of how keys and locks actually work counted against me here. As the Christmas film played on in the background, I played around with the box listening for little, subtle wooden clicks that told me I was onto the right direction. There was something extra satisfying about this, and at times I even closed my eyes just to prove to myself I could solve a puzzle just by feeling it.

So… Did I solve the puzzles in the way the game wanted me to? No. But did I solve them all? Yes. In the wrong order? Oh yes. Was it fun? Oh my god yes.  The long and the short of it is, this means it’s really hard for me to be objective. Because I loved this, but I didn’t exactly solve it in the right way the creators expected someone to.

In fact, I ‘found’ Blackbeard’s Compass so early and completed my goal so soon that I had to go back and solve the puzzles I’d missed just for that sense of satisfaction afterwards.

I also later found that besides solving the wooden lock portions incorrectly, there was another part of the game which I ‘solved’ by doing the obvious thing and not doing the thing the game wanted me to do. So I think if I had any real criticism of this experience it was just that: The game wasn’t exactly clear on the ‘right’ way to solve it, and I found myself doing all the ‘not right’ ways, but getting the same success state. Some of those ‘not right’ ways were me just being me and wanting to solve it my own way. Other times, there just wasn’t the instruction to do it the other way.

But let’s bring it back to that central point – did I have fun? Oh yes. I’d buy another and do the same in a heartbeat.

 

 

The Quality of a Compass

Blackbeard’s Compass scores very highly on my quality scale. Even though one teeny tiny component was broken in my copy of the game. Which, I should add, didn’t affect the gameplay in the slightest and is easily fixable by myself at home with a little glue. The reason I give it such a high mark is twofold:

Firstly, I loved the physicality and feeling of the wood, there’s such an incredibly level of artistry that’s gone into the game and that’s clear. Secondly, the compass itself. Now, I don’t want to give any spoilers – but the game is called Blackbeard’s Compass, and so at some point a compass is involved. It’s a compass so beautiful and delightful the whole experience is worth it in among itself even if you buy it only because you want to own a cool compass.

The real question for me is whether I display it on my puzzle game shelf ‘closed’ or ‘open’ – it looks so cool in both ways, I can’t possibly decide.

 

The Verdict

Overall, I really enjoyed my experience with Blackbeard’s Compass. Even though I solved it ‘the wrong way’ and went back to figure out the puzzles later, I had a really good time doing so, and would actively look out for more games by EscapeWelt in the future.

At the time of writing, Blackbeard’s Compass is available via Kickstarter. The current pledge for UK backers comes in at £43, not including shipping which is estimated to be around £7. Excluding the fact this might be slightly lower than retail – which is customary with Kickstarter campaigns – it’s a fairly expensive game. For this reason I’ve given it a 3/5 on value, purely based on “how much fun I had” versus “regiftability factor” versus “how much I want to keep it because it looks on my shelf”. Basically, how much lifetime value will I get from this game for £50? It feels expensive, and I only played it for around 45 minutes. I’m not sure it’s worth it based on that metric, BUT it is very cool looking, and could (fairly easily – with the exception of one puzzle) be reset to gift on to someone else, if you wanted to. So do with that information whatever you will.

 

You can back Blackbeard’s Compass by heading to this link here.

We were sent a free, early access copy of the game by EscapeWelt though this has not affected our review.

PostCurious: The Morrison Game Factory | Review

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The Morrison Game Factory is a narrative puzzle adventure that blends board games, escape rooms, and interactive fiction. New and experienced players alike will enjoy progressing through a charming story packed with puzzles and physical materials.

Number of Players: 2
Time Taken: 2 Hours
Date Played: October 2023
Difficulty: Medium

Spoiler Warning: This review mentions key plot elements of The Morrison Game Factory.

So, it turns out we’re big fans of PostCurious – a revelation that came frankly far too late in my ‘puzzle life’, when I think about all the years I was just out here like, never having played a PostCurious game before. I mean, did I really even know what a good puzzle game was until now, hmm. But now I know there’s only one thing to do about this fact, and that is play every single PostCurious game I can get my hands on as quickly as possible. So what’s a better way to ‘catch up’ on the catalogue than play the newest PostCurious games before it even launches! Wait what?! Well, this week on The Escape Roomer we were super lucky and incredibly grateful to be sent a copy of The Morrison Game Factory, a brand new Kickstarter game from the puzzletale creators.

The Morrison Game Factory is a sweet little puzzle game, a little shorter than the others from PostCurious but no less brilliant. It’s a powerful story, and one set in it’s namesake factory centred around a ‘board game printing machine’ that gains sentience. It also gets to go down in my private hall of fame as one of the only games which made me tear up. What can I say, I’m a sucker for a lonely little sentient robot. Move aside A.I. and Wall E, 3248 is  my new favourite lonely robot.

But first, a little background on the game and it’s creators.

 

 

The Morrison Game Factory, A Background

A while back I wrote an article on marketing tabletop puzzle games on Kickstarter, it was published on Medium but there’s a version here on The Escape Roomer. One of the most interesting (though perhaps not surprising) things I found was how prolific PostCurious is on Kickstarter. They’ve built up an incredibly solid fanbase over the years and now we’re at the point where a PostCurious game is guaranteed to fund within the first 24 hours, and probably go 200, 300% higher than that by the end. After a successful ‘remaster’ of Tale of Ord earlier this year, the latest Kickstarter launch is a collaboration game titled The Morrison Game Factory. This is probably where it gets quite interesting, because this would make The Morrison Game Factory is a new breed of PostCurious game. One not directly created by Rita Orlov, the company founder – but one designed by someone else and published under the label. It marks a bold and exciting new move for the company, and after playing this game, a trend I hope will continue and lead to even more brilliant games being made in the future.

Because, where The Morrison Game Factory really shines is in it’s story… And is that really surprising since the game’s collaborator is the popular Nebula-nominated Lauren Bello (a TV writer best known for her work on Apple TV+’s Foundation and Netflix’s The Sandman)? I suppose not! And it just goes to show what a powerful collaboration this is, and how much care and attention PostCurious put into picking a game to publish that just fits so well with their others. It’s true, it took me by surprise just how brilliant the story was – but that just served to remind me of how important story has been this far with the other games I’ve played by the same company. It’s safe to say that PostCurious really put the ‘puzzle’ in their self described ‘puzzle tale’ title.

 

@mairispaceship unboxing a new kickstarter board game: The Morrison Game Factory by PostCurious 👏 #boardgame #boardgames #kickstarter #kickstartergame ♬ Cafe / video cute lofi ♪ Chill(885831) – ImoKenpi-Dou

 

(please note, the above video was recorded before we played!)

 

Meet 3248, The Morrison Game Factory’s Sentient Computer

Now, there isn’t a huge amount of information on this game on the internet so far, so I’m going to describe the game with as few spoilers as possible. But I think it’s not possible to explain it without introducing the main character: 3248. 3248 is the technical name for one of the board game printing machines at the Morrison Game Factory, the game’s narrator, and it’s principle character.

The game opens with a letter from an unknown source, inviting you to investigate the Morrison Game Factory – an old abandoned factory. There, waiting on a conveyor belt and freshly printed was this very game you hold in your hand. It quickly becomes apparent that nobody left this game for you – no, it was printed after the factory was abandoned, by one of the very machines within it. A real mystery, and a real puzzle to solve. What follows is a dive into the past – the history of the factory, it’s workers, and it’s machines, as we retrace the breadcrumbs left behind across meeples, boards, locked boxes, and components from scattered board games past.

It’s a story about friendship, but also about loneliness… And it’s told through the actions you take and through the story you read. Yes, reading. So, there is quite a bit of reading to do in this game- not necessarily within the box itself, but more on the side of the web portal as the game unfolds. You’ll have to recover memories and read through in order to both advance the story and also understand what to do in the game. But despite my saying “quite a bit”, it’s also somehow simultaneously the “exact right amount of words” to tell a perfect story. The characters so believable, the story so happy and so heartbreaking. It’s *chefs kiss*

 

 

Puzzles Vs Storyline

So, let’s talk about those puzzles then.

The game is gentle in it’s puzzling. I won’t lie, we did use more than a few hints to get through it – but at no point did we feel lost about what to do. The hints were delivered in character and were helpful and straightforward with steps and instructions. As such the general lower level of difficulty, thorough signposting, and straightforward hints mean it’s probably a game quite suitable for a more generalist audience. The Kickstarter recommends the game for an audience of 14+. In my particular playthrough, I played it with my 14 year old brother, who absolutely loved the puzzles and the story. I think it would really depend on the child – but I found that neither the puzzles nor the story contained anything that would be difficult for a younger audience, except that the tale itself is complex and nuanced. But each to their own.

In terms of the styles of puzzles, it erred on the side of the logic style of puzzle I recognise from other PostCurious games – though that may be confirmation bias on my part. I notice logic style puzzles because frankly, I love them. I mean, I’m literally currently working on a videogame where the central puzzle style is the kind of “if this, then that, but not that” puzzle I can’t get enough of. So when they pop up in games I notice them.

Besides logic puzzles, there were also some fantastically delightful moments hidden in puzzles too. Think ‘showstoppers’. One in particular prompted some external materials in a moment of what I can only describe as pure science delight – resulting in us both gathering round the table and gasping in delight. I think these moments of puzzle-light but spectacular-heavy really pull a game like the Morrison Game Factory together nicely.

I will say that in our particular playthrough we encountered two minor, minor issues. One of them was a print error which has already been corrected for the general sale of the gamet. The second is that the game does require making a US phone call which did cause us some issue, being all the way over here in the UK. After some googling we couldn’t figure out an easy way to make the call other than… Well, the obvious… Just phoning it and paying the $$. We made the call as quick as we could, recorded it from another device, and hung up as fast as we could. It cost £0.16 on my phone plan (~$0.20). Not breaking the bank, but I only mention it as I know a lot of international phone plans don’t allow for international calls. There is a warning about this on the Kickstarter page, and the promise of a workaround if you’re unable to call the number – but it’s just worth keeping in mind!

 

The Verdict

The Morrison Game Factory has been one of my favourite games, at least so far in 2023. Which is saying a lot, since it’s already the end of October and I don’t think there’s anything else on my to-play pile that will pip it.

So why The Morrison Game Factory? For me, it’s the perfect blend of puzzles and story in a high quality box that is packed with retro illustrations, fun little meeples, and curious things to discover. I’d recommend this game for just about anyone, and if you’re reading this whilst the Kickstarter is still alive I implore you to back it.

At the time of writing, The Morrison Game Factory can be backed on Kickstarter in October / November 2023. After, it will be available on PostCurious’s website here.

Please Note: We were sent an early copy of The Morrison Game Factory to review ahead of the Kickstarter. As such, we weren’t charged for our experience. There also may be small differences between the version of the game we played, and the final print production edition. We’ve taken lengths to ensure that this does not affect the content of our review.

 

PostCurious: The Emerald Flame | Review

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The Emerald Flame Review | The Emerald Flame is a narrative tabletop puzzle game told in three parts. Commissioned by an organization shrouded in mystery, players take the role of a historical expert embarking on a quest to piece together the recipe for a fabled elixir by investigating maps, drawings, alchemical diagrams, and mysterious artifacts. Combining history, hand-drawn illustration, vibrant characters, and original puzzles, The Emerald Flame will challenge and engage players of all experience levels and has been called “a captivating adventure from beginning to end.”

Number of Players: 2
Time Taken: 6 Hours
Date Played: June – September 2023
Difficulty: Tricky

 


Wait, what? This game took you nearly four months to play? Yes… Yes it did haha. Between my co-writer Rebecca and I, we split it into three sessions. But you know what, from the first session until the very last, I thought about this game a lot. Like, all the damn time. If it weren’t for various life events (work trips and holiday trips), and the Edinburgh Fringe taking over our city for a month, we’d probably have binged this game in just the one setting. But like a really delicious three course meal, a game like this is best savoured. So I’m not even mad at myself that this took 1/3 of a year to play.

So what is The Emerald Flame? The Emerald Flame is one of the most popular Kickstarter games of all time. It’s a labour of love from PostCurious, who are best known for creating the Tale of Ord, among other award-winning and cult hit puzzle board games. It takes somewhere around 6 hours to solve – maybe a little more if you work solo – and the whole thing is just fantastic puzzle after fantastic puzzle, linked together with a compelling and detailed narrative.

I think it is probably the very best example of a tabletop puzzle experience in this entire genre. Yep, there, I said it. It’s creative and delightful, challenging but immensely rewarding. The materials are impressive and unmatched by any other company.

 

 

Introducing the Koschei Historical Society

PostCurious games, unlike a lot of other at-home experiences, pay particular attention to their worldbuilding and storytelling. The story of The Emerald Flame begins with the mysterious Koschei Historical Society and an ancient alchemical elixir. Told over three chapters, taking between 1 and 3 hours each, you the player go in search of that elixir and it’s magical properties. You’re guided through on your journey by a series of old papers and documents. Each document felt as realistic as the last – all aged and yellowing, with hand illustrated watercolours. In each chapter too, is a series of correspondences between Marketa and Hannah, our main characters, whose own lives are unfolding as that of your own adventure progresses.

There’s multiple layers of narrative, but never did the game feel too convoluted. Even after returning months later, we were able to pick up the threads of the story fairly easily. The micro, the macro, and our peculiar hunt through history on the trail of an elixir that may or may not even exist.

At the very end of the game, without wanting to spoil anything – the player gets to make a choice. In our playthrough, we didn’t realise it was a choice, and charged into it a little blindly. After reading out the ‘finale’, we realised that very choice was, how to say, quite important. But by then, our fates were sealed. So no spoilers, except to say – keep an eye out for that one.

 

 

The ‘Puzzle’ Part of Narrative Puzzle Adventure

In terms of puzzles, for me at least, this is where all PostCurious games really shine. There’s a real mix of delightfully unique and original puzzles in here that use their materials to the maximum. Most of the puzzles we encountered were multi-steps, and leaned heavily on logic (which is excellent for me, because I love logic puzzles), meaning that whilst each individual step may not have been too tricky, continuing the thread from start to finish within each one was.

To tackle this experience, Rebecca and I mostly divided and conquered. Meaning, after reading each chapter’s narrative introduction, we leafed through each puzzle trying to figure out where to get started. In most cases, the puzzles were non-linear meaning that they could be done in any order to get to the end of the chapter. On the one hand, most of the puzzles felt very single-player – in that whilst one of us was solving, the other didn’t have much to do with the puzzle. But on the other hand, this suited us really well, as we shine in a two-player team left to our own devices.

After solving each one, we typically swapped notes to make sure we were on the page – before continuing on to our confirmation mechanism. Speaking of, the confirmation mechanism is an online portal. Well, it’s essentially a chatbot, but a very clever one that makes you feel as if you’re talking to a real person! Log in, go to the relevant part, and input your answer to proceed.

We used a few hints throughout our experience – and mostly just to keep us on the right track, or more likely get started on a puzzle.

 

 

Curious Paper Ephemera

The last thing I’d love to mention about The Emerald Flame is the quality of the materials. You, the player, are scouring through papers that are hundreds of years old on the tail of an alchemist. Every single object in this game looked, and felt impressive. From the tea-stained papers, to the fabrics, to the curious ephemera tucked inside little bags and glass cases. I’m a big fan of the illustrative, watercolour style, and I really enjoyed the tactile mix of materials. In particular, there are two instances of using a necklace, and they were both some of the most delightful interactions in a tabletop puzzle game I can remember! It’s clear the designer has really thought outside the box.

There’s also… Like… So much in this game as well? Which, since the experience is broken up into three parts, I didn’t quite realise until I needed to spill everything out onto the table in order to take some pretty photographs and videos. The paper ephemera just… Kept… Coming. For a relatively normal sized board game box, it’s like a TARDIS in there.

Last, but not least, for the price, really reasonable. The only reason I didn’t back it originally was that it launched in 2020 and 2020 was my “year of being absolutely broke”. Whilst I couldn’t justify £60 on it then, today the game retails for £75 (converted from $90 USD), and having seen the wealth, breadth and creativity of the materials in the box – I’m surprised it’s not even more expensive.

 

 

The Verdict

If it weren’t obvious from this review, we really, really enjoyed The Emerald Flame. I’m repeating myself, but it may well be one of the very best in our genre. For this reason (and a million others), I’m awarding this tabletop game The Escape Roomer “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!!

I’d recommend The Emerald Flame for enthusiasts, and folks who are interested in a bit more of a challenge than your average game. It’s on the pricier side, but well worth the investment. I’m glad I played it, and my only regret is not backing it on Kickstarter or playing it sooner. I won’t make that mistake again on PostCurious’s next game, that’s for sure.

 

The Emerald Flame can be purchased by heading to PostCurious’ website here.

All photos in this review were taken by me, the author, Mairi Nolan.

 

Mysterious Package Company – Body of Evidence

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Body of Evidence Review | From the devious minds at the Mysterious Package Company comes a new type of game: Body of Evidence. Dissect the clues in this grisly web of deception and intrigue. Body of Evidence will test your skills of observation, pattern recognition, and will push players to the cutting edge of a detective investigation. A murder mystery experience, with a twist!

Date Played: August 2023
Time Taken: ~2 Hours
Difficulty: Easy
Number of Players: 2

Please Note: We received a complimentary, pre-launch copy of Body of Evidence with the expectation of a review. This does not affect the content of our review.

The Mysterious Package Company, a company based over in Canada and best known for the Curious Correspondence Club series, among other spookier experiences, recently gifted us an exclusive sneak peek of their new game ‘Body of Evidence’ which will soon be launching on Kickstarter! Although there are still a few production elements to finalise (such as the construction materials and some of the writing) this was a great insight to what we can expect from the finished product.

 

Photo provided by Mysterious Package Company

 

Unlike a traditional ‘murder mystery’, the premise of Body of Evidence is that it’s a murder mystery, but one you will primarily be solving via an autopsy of the victim. As well as your standard murder mystery evidence, such witness interviews, the victim’s belongings, maps of the location, and details about the crime scene – you benefit from being able to get your hands on and explore the physical body of the victim as well. As well as of course, your own knowledge.

 

 

To guide you through your autopsy of the victim, you have on hand a handy “Coroner’s Handbook” which helps you understand what you’re looking for and what this could mean. This Coroner’s Handbook is the meat of the puzzle part of the experience, as these guiding steps are smaller, bite-sized puzzles. I really enjoyed this aspect, and found it very unique and different to other games on the market in both the “murder mystery” and “tabletop puzzle game” genres. I felt very immersed, all the way noting down my observations and reading the information to understand the implications.

At various points your start to open up the body, and I was so impressed by the depth of detail they included, and the way this happens! But since this is the real ‘centrepiece’ of the experience, we’ll not put spoilers here and instead let you experience that part for yourselves.

Alongside the autopsy there are various other pieces of information to read through, including witness statements, call logs and sometimes seemingly irrelevant papers. These all did a fantastic job of painting a full story of the city of Thornhill, the restaurant where the murder itself takes place, and the various suspects that could be found in the case. Once I’d completed the game I looked at these again and noticed lots of small hints and features that made so much more sense once the killer was uncovered. But equally, as a lot of murder mysteries do quite well, were a lot of realistic red herrings and plot twists that didn’t contribute to the killer’s narrative. It all added together to make this a very layered experience.

My favourite ‘puzzle moment’ was creating a timeline from all the witness statements, trying to figure out who was lying and who was just misremembering. Again, the way the witness were fuzzy/vague on the timings felt very realistic and this was so much fun for me to sit down and puzzle through.

 

 

The case is solved at each stage via ‘Evidence cards’. Each folder contains two questions that you answer by drawing the correct cards from a deck – if the ‘red threads’ on the front of the cards match, your answer is correct. If not, you’ll have to go back and take a closer look at your deductions.

Eventually, you create a full timeline using these threads, which leads you directly to the killer. I thought this was a really fun and thematically suited mechanic, as well as providing a very clear signpost each time for what I was meant to be solving. As the case fell into place, my red threads connected throughout like building a gigantic murder board.

 

 

The overall experience took me around 2hrs, and I found it very enjoyable and unique. I only got stuck at one point, but I was able to move pass this without too much frustration and complete the game. A departure from the traditional murder mystery – Body of Evidence gives you a hands on experience as you explore the autopsy. The narrative pulls you in with red herrings and interesting plot twists that make this an amazingly layered experience. I really recommend backing this one!

Body of Evidence can be backed on Kickstarter in September 2023. If you’re reading this review later than then, head to Mysterious Package Company’s website to purchase.

Please Note: We received a complimentary copy of Body of Evidence with the expectation of a review. This does not affect the content of our review.

Clue Cracker: Mega Bite | Review

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Mega Bite Review | Yo dudes and dudettes! Put down your Boom Box and step into a world beyond your wildest imagination, where the lines between reality and the virtual world blur. You’ll be transported through a Zombie arcade game and thrown into a carbonic, mad-capped world that will have you on the edge of your seat. MEGA BITE is not your average escape game. It’s a multi-dimensional experience that will push you to your limits. You’ll have to use your wits, skills and teamwork to escape this fantastical world and make it back to reality.

Date Played: 6th July 2023
Time Taken: 53 mins 13 seconds
Number of Players: 4 (3 adults, 1 child (12)) 
Difficulty: Easy to Medium

Ok, so, lets cut to the chase here – if you’d spotted my Facebook and Instagram posts on the day we played this game, I simply said five key words – YOU.MUST.PLAY.THIS.GAME!

And here is why….

 

 

Firstly, if you’ve played Clue Cracker games before, you already know that you are in for a treat. Having played Jail Break, Diamond Dogs and Temple Quest here, there has become a certain expectation that they create high quality immersive experiences, on a level only dreamt of by other companies.  Clue Cracker have a very obvious style which is visible across all of their games in terms of decoration, puzzles and game flow.

But before I pinpoint how this game exceeds all expectations, lets talk customer service…

 

The Warmest of Welcomes at Clue Cracker

Clue Cracker has two separate locations within Tunbridge Wells. Their original is based at The Shuffle House, a beautifully appointed restaurant with some food to die food – so Id highly recommend that after a brain taxing hour in an escape room. Their newer location is literally just over the road (so no excuse to still not grab a bite to eat!) and houses both Temple Quest and their newest addition Mega Bite.

The reception at Clue Cracker is quirky yet practical. Some big comfy sofas, a handful of lockers and a two player arcade machine – this kept my son Fin quiet for a good twenty mins whilst we chatted with owner Ben.

Now, lets be honest here, as an owner, you’d expect a certain level of enthusiasm and pride in your product, however chatting with Ben for the first time was a complete delight. As we were there for opening day, there’s no doubt that this would have been a very stressful day, and as the last team of the day at 9.15pm, I wouldn’t have been surprised to be met with a slightly bemused GM and owner who was ready for the clock to hit home time – but this couldn’t be further from the truth. Ben was engaging, genuine, humorous and thoughtful; clearly proud of the creation we were about to face. And, he had every right too, as he guided up down to the brightly coloured neon entrance to the room.

 

Up Down, Left Right and START!

Given that this is a brand new room, we were yet to have seen any reviews, and the website is a little sketchy in terms of a full disclosure about the game, we were chomping at the bit with anticipation not knowing behind what was behind the door. Quick normal pre-game health and safety talk, and game rules completed, Ben accompanied us into the room.

However, this game started very differently to how we were expecting – its tricky to go into detail without creating a spoiler here, so forgive my approach… He guided us around the initial room with some do’s and don’ts, quickly followed by a phrase that all owners must dread to say to their teams on opening day “Ah crap, this is embarrassing. Day one of opening, and the main feature of the room isn’t bloody working. Give me a minute and I will see if I can fix it

…..And with that, he walked off and shut the door.

Bemused, we looked at each other, until it dawned on us – ooohhhh, that’s what we need to do to escape! Game On!

 

Visually Mind Melting

Now with a theme which is so called 80’s Zombie Arcade, you’d expect bright, loud, neon. And that’s exactly what you get! As you can see from the images kindly supplied by the guys at Clue Cracker in this review, you are immersed into a wacky world of 80’s animation, with a booming sound track, with a little hint of Stranger Things. You truly are thrown back in time, and its truly wonderful. Its quirky, unapologetic approach is a full blown attack on the senses, which fills the brief and then some! All this, whilst keeping the same Clue Cracker style that is seen across all their games.

There are some truly remarkable aspects of technology in this room, more than a handful of wow moments that will take your breath away, and some brilliant surprises that you are unlikely to have encountered anywhere else.

 

 

Puzzles… This Ain’t Pacman

When first chatting with Ben prior to the game, he discussed the need for this game to have a much more family friendly approach which is accessible to all. As enthusiasts, this concerned us a little as I didn’t want to smash the door down, be there for 30 mins and walk away without the brain getting a decent work out. But, never fear! Our concerns were alleviated when hit with puzzle number one! We all know what happens to those of us who have played far too many games – you get a bit puzzle blinded and “oh, i’ve seen this before” overthinking brain kicks into gear. And that’s exactly what happened to us! Don’t be fooled by the animations, visuals and outstanding effects in this room; there’s clearly moments when the brain cells need a work out!

Every puzzle fitted into the theme perfectly. The loud, bright animated approach isn’t just the set design, but the puzzles too. The game is very tangible so there’s lots to pick up and move around. There is very little to read, which for a family friendly game is perfect – you’re never stuck in bits of paper and you’re not hunting around for tricky maths equations. Its all big, chunky and impactful. But, don’t forget to search – look high, look low and question everything. Its easy to be bamboozled by the colours in here, but the colours may well be the thing that help you!

 

Sorry Alan Sugar, Atari Has Nothing on This

Whilst there is no doubt this is 100% a family friendly game, with puzzles galore, team work is the name of the game.  One area of games that often gets overlooked, is the manner in which they flow; including how you work as a team. A great aspect of this game is how is separates you at moments and then pulls you back together – many puzzles need open discussions, where as others can be a solo mission. At no point did you really feel like you were completely lost, but similarly, the flow of the game meant that it challenged everyone enough to get a subtle hint to push you on your way.

Speaking of hints, the clue systems in this game were a lot of fun. A well loved “character” from the 80’s may likely make an appearance, and well, you may well need the help of another character in the game, who has a bit of an issue of his own too.

One thing that Clue Cracker have done well in, particularly in both Temple Quest and Diamond Dogs, is heighten the sense of pressure nearing completion of the game. And Mega Bite follows that same pattern. Don’t expect to just open a door at the end and walk out, with the obligatory “well done for escaping” comment from your GM here. Expect full blown action, sweat dripping, music booming-type escape, with a huge smile on your face.

 

Mega Bite: The Verdict

I think if you have read this far, you can clearly see quite how amazed we were by this game. Our de-brief for every game we’ve played in the car on the way home, usually revolves around  one key subject “what would you change?”. And guess what, this is the first game we’d played where there was absolutely nothing! The customer service, game play, puzzles, theming, technology, effects, ticked every single box with a huge green permanent marker!

I often try to not get drawn into the “what’s your favourite room” conversations, as it often depends on the context. One place may have strong puzzles to make it a favourite, one might be due to the immersion, others might be how visually simulating it is. However, this room has to feature in every single one of them categories.

Clue Cracker have always been a company that, within their games, haven’t taken themselves too seriously, and upon each new room, that continues to demonstrate their enthusiasm, passion and devotion to their craft. This room, yet again shows, that the love of the game, produces a lovely game. And, without doubt, I leave you with the same five words that we started with… YOU.MUST.PLAY.THIS.GAME!

 

To book this game, visit: Mega Bite – Clue Cracker Games

George Wylesol: 2120 | Review

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George Wylesol 2120 Review | You’re Wade, a schlubby middle-aged computer repairman, sent to fix a computer in a vacant, nondescript office building. When you get inside the door locks behind you, and you can’t get out. Now the adventure begins! You have to explore this building and try to find your way home. The building is huge on the inside with a lot of sprawling hallways and empty rooms but your only hope is to uncover clues and try to work out the mystery this whole experience hangs on.

Date Played: June 2023
Time Taken: 3 Hours
Number of Players: 1
Difficulty: Hard

Wait, hold on a minute… Is that… Is that Avery Hill Publishing?

A couple of days ago I spotted a review on my friends Room Escape Artist’s website for a book by none other than one of my favourite authors at my absolute all time favourite publishing house. Is it strange to have a favourite publishing house? Maybe. But I’ve backed just about every Kickstarter they’ve ever run, and any time anyone gives me money and tells me to treat myself, I head immediately to Avery Hill’s website. I don’t know why this started, and I’m not like this with any other publishing house. It’s just whatever they publish I know I’ll love. I haven’t disliked a single book they’ve produced, and that’s cool.

But wait, I’m getting ahead of myself. This isn’t’ about Avery Hill, this is about George Wylesol’s 2120. My love for Wylesol started way back with Internet Crusader – a book I’m proud to say isn’t just on my shelf, but is now also on the shelves of most of my good friends too. According to Wylesol’s website, Internet Crusader is:

“full-length graphic novel telling the story of a doomsday cult and the fight against the literal devil, told through collages of chat windows, video games, and other early web design.”

I… LOVE IT.

So when I found out 2120 had come out via spotting a review on REA, I did a double take. Not just a new book, but a new book literally packed with puzzles. Sign me the heck up.

 

 

What is 2120?

And why am I writing about it on The Escape Roomer?

Well, I would describe it as a choose-your-own-adventure escape room in a book. Yes, it’s a graphic novel, but one you don’t get the luxury of reading left to right. No, you have to choose your path carefully and many of those paths will be blocked by puzzles. Fiendishly difficult and sometimes slightly obtuse puzzles… But hey, I’ll take puzzles in books wherever I can take them.

The story of this experience puts the reader in the shoes of a computer repair technician called Wade. You show up at the mysteriously vacant office building at 2120 Macmillan Drive and, after stepping in, you find the door locks suddenly behind you. You have no choice but to venture further into this building. But where on Earth are all the computers?

What follows are pages and pages of wandering around a labyrinth of non-descript office corridors. Occasionally you come across untold manmade horrors, but more often you just find locked doors. Sometimes these locked doors have padlocks on them. Yay! Sometimes they just stay locked. Boo!

It’s like if House of Leaves had a baby with a graphic novel, and also the year is 1999. From the plastic yellow, to the sinister shadows just out of the corner of your eye, to the building that just seems to get bigger and bigger and bigger… It’s a true horror. Chilling and disconcerting and definitely not one to ‘read’ right before bedtime unless you enjoy trippy nightmares about faded carpets and strange cupboards with strange blurry photographs inside them. For some reason the book made me feel like I was reliving the Y2K bug, like some unspeakable technological nightmare awaited me on the next page. But no, it’s just a book. But good books should make you feel things right? This one gave me all the feels.

 

 

Okay, I get it, but you’re not selling it…

If you don’t like horror, this might not be for you. But if you like innovation, outside the box thinking, and wacky surrealism, then this is definitely for you.

I don’t want to describe it in too much detail, because I found that going in with almost no expectations was the best way to approach it. It made each new puzzling twist and each new reveal as I turned a new corner even more surprising. The book does a good job at avoiding spoilers – unless you go looking for them really hard, usually the next page you need to flick to to progress is within easy reach, meaning you don’t have to go walkabout too far. So in true nature of not spoiling it for you, I’ll leave it at that.

Although I was itching to complete the experience – the very weekend after 2120 arrived, I had friends staying with me. One of them made the mistake of asking “what I was currently playing”. Expecting me to launch into an excited discussion about video games, I shook my head and grabbed 2120 by George Wylesol and opened it up to one of the many bookmarked pages:

“I’m playing this book right now”

I wasn’t expecting much, except that everyone started to gather round and make helpful suggestions as we flicked through-

Hey, go through that door” and “What’s this? How do we solve this?

It’s safe to say, 2120 has been a hit with pretty much everyone I’ve shown the book to so far, even in passing. I’m proud to have it on my shelf. So even if it doesn’t initially look like something you’d be interested in, I’d implore you to reconsider and give it a go.

 

 

Choose Your Own Nightmare

In terms of the gameplay, since it’s choose-your-own adventure, it’s no surprise there’s an element of choice. However on successfully completing the book, I flicked back through and found that most (if not all) of the paths I’d already found. Since there are so many puzzles in the experience, I often found myself pausing and then retracing my steps to find a doorway I didn’t go through, or a cross-roads at the end of a long dingy corridor where I could try taking the other path. Eventually, the book allows you to loop around and come back to where you started in a seamless way, if you want to go back and rediscover more. In this way, although there are some alternate endings the player can stumble across, I did get the impression I’d “completed” the game by the time I finally put it down. But I’m not sure if “complete” is really the right word with an experience like this.

Like, did I complete the game, or did the game complete me?

But it worked so well. 2120 definitely encourages the player to be exploratory. Often the solutions for the puzzles the player encounters can only be solved by taking meticulous notes and by retracing their steps to re-examine something that seemed innocuous earlier but turns out to be central later.

The feeling the book manages to evoke is definitely that of early 90s computer games. Not just the strange, blocky illustration style, but also the text and the way you feel as if you’ve “clicked on something” every time you go to look at something closer up. In that case, it was possibly missing an inventory system, especially to collect clues as you go – though how an author could pull that off, I do not know.

Overall, I did find the puzzles erred on the side of difficult. I’m not shy for a puzzle or two, but more times than not I found myself putting down the book in frustration, or aimlessly flicking back through the pages I’d already consumed in annoyance. More than once I ‘cheated’ to get ahead – having found part of a solution but being entirely unable to find the remaining part, I made some educated guesses about where the book wanted me to go, and found those to be correct. But this may just have more to do with my own expectations of ‘reading a book’ and wanting to hurry on with the story, than any particular flaw with the puzzles. It’s an interesting medium, and the author used it to a fantastic degree, so I can’t fault them for that.

 

 

2120: The Verdict

Maybe I’m just not as used to booked like this – the usual “escape rooms” I consume are the physical or tabletop kind. But I was seriously impressed by 2120. I’m less used to experiencing my escape rooms in book format, but I enjoyed it. A lot. I hope this kind of book becomes more popular, and more puzzle designers consider it as a medium for telling interesting stories and sewing the seeds of interesting puzzles.

For this reason, the verdict is very simple – we adored this book, and we think George Wylesol is a playful genius when it comes to creating visual experiences.

Who do we recommend this for? Everyone, and no-one at the same time. This book is for you, and it’s also probably not for you. I don’t make the rules.

2120 can be purchased directly from the publisher by heading to this link.

We were sent a complimentary copy of 2120, but this doesn’t affect our review in any way whatsoever!

Cambridge Escape Rooms: Heaven and Hell | Review

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Heaven and Hell Review: Ever wondered what happens when you die? Does heaven exist? What if you’re sent to hell? As mere mortals we do not have the answers to these questions, but now you have the opportunity to find out. You will enter a state of hibernation. This will last for one hour and give you the chance to explore the afterlife. After your adventure you will need to use a defibrillator to return to life. However the defibrillator only works for one hour! If you do not find it in time, you may be stuck in hell forever! It could also be heaven, but in this case it’s nearly the same thing…

Date Played: June 2023
Time Taken: 46:52
Number of Players: 3
Difficulty: Easy-Medium

Content Warning: Death

When Al and Ash of Escaping the Closet recommend a game to me – I know I’m in for a treat!

This was exactly what happened when I mentioned in passing that I was travelling to Cambridge to play a few escape rooms.

“Oh, you’ve got to try Heaven and Hell while you’re there!”

Oh yes. You can be absolutely sure that this was the first room we booked – and in fact, the very room we planned the trip around!

Visiting Cambridge was also a super fun trip because I was playing with one of my co-writers, Georgie! Since moving up to Edinburgh I don’t get down South as much, and so we wanted to make the most out of a brief visit for my birthday and play as many escape rooms as we could possibly cram in on a sunny Wednesday afternoon. After a brief stop for lunch, the third in our trip was the ever-exciting and mysterious Heaven and Hell.

Cambridge Escape Rooms is tucked away off a busy road near a bus stop a short ride from the station. Buses run regularly so you can be fairly safe in both getting there by bus and getting back on bus as well. The lobby space is welcoming, and there’s physical puzzles you can play with whilst you wait – and the usual shelves of play at home puzzle games if you’d like to buy one and take one home with you.

 

As Above, So Below

A question enthusiasts love to discuss is “which escape rooms have the most exciting ending?“. But with Heaven and Hell I’d like to submit it for the discussion category of “escape rooms with the most exciting BEGINNING“. You see, Heaven and Hell is a game played in the afterlife… Hence the name. So in order to enter the escape room you’re going have to die. Yep, I’m sorry to be the one to break it to you. I just hope you’re ready to meet your maker.

Getting the pesky concept of “dying” out of the way, what followed was an exciting journey through the after life and indeed – to Heaven, and Hell. Our central goal throughout our trip was to come back to life. And of course, as expected, we had just one hour to complete this goal within else risk being trapped on the other side forever.

*dun dun dunnn*

 

 

Heaven and Hell wasn’t always available at Cambridge Escape Rooms. In fact, the room was originally created by E-Exit in Budapest. The room has been lovingly recreated here in the UK, but from what I can tell from a quick Google online, Cambridge Escape Rooms has added their own twist on it. Whilst many, if not all of the puzzles are exactly the same, the set design itself seems to have had an overhaul. This is at least based on some photos I found of the Budapest version, and my own memory of being in this room.

Which is interesting, because the set was definitely the thing I loved most about this room. From the fun technology, to the “wow moments” every time we opened up a new door and discovered a new part of the afterlife, lovingly rendered in fluffy white clouds (or indeed the flames from the bowels of hell). Heaven and Hell as an experience was a really pretty one. Always something new to look at and always something fun to discover.

It’s almost impossible to choose between a favourite moment in the room – the hell portion, or the heaven portion, or even the exciting moments that built up to those two. There was something uniquely magical about stepping into the heaven room, all fluffy clouds and white doves. Equally, some of the interactions with the set in the hell portion were hilariously good fun. What can I say? I enjoy being in hot places being prodded by devils with pitchforks*

*there aren’t actually any devils prodding you, don’t worry!

 

Note: This is a photo from the Budapest edition of this room which differs in set design from the Cambridge version.

 

In terms of the puzzles, these were smooth sailing. Well, mostly. We were actually stumped on the very first puzzle for the longest time, which wasted a large amount of time we rushed to catch up on after. But a little nudge from our Games Master and we were off on our way.

We found that we didn’t get too stuck on anything after this point, which is probably why we’ve given this an Easy-Medium rating. Medium for that one puzzle, and Easy for everything else. There was a mixed bag. Some of the puzzles were a little too easy to bypass for my liking, and a few others felt a little contrived, but for each that didn’t totally click with us there were plenty which absolutely did.

 

 

Heaven and Hell: The Verdict

The original Heaven and Hell in Budapest is an immensely popular game, and this version of it in the UK has been faithfully recreated in case anyone can’t make the trip out to Central Europe. We really enjoyed our experience at Heaven and Hell, and spent a lot of the trip back into London discussing which was our favourite of the two we played at Cambridge Escape Rooms, this one or The Secret Clubhouse.

In terms of accessibility, there were several moments of big claustrophobia. One of them seemed to be compulsory for every player – although if you let the venue know in advance, they’ll let you skip this part. The others were optional, in that you can pick one member of your team to be the sacrifice and get in the small space. In our team, I was that person – but hey I kinda enjoy the small spaces! There is also a smoke machine in this room which can be disabled if you request it.

I’d recommend this escape room to anyone who can make the trip over to Cambridge. It’s a very unique experience and well worth it!

 

Heaven and Hell can be booked at Cambridge Escape Rooms. This room is also available at some sites in Madrid and Budapest.

PostCurious: Light in the Mist | Review

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Light in the Mist Review | Your friend’s mysterious disappearance results in the discovery of an unusual item, leading you to embark on a journey through time and memory. In this narrative puzzle adventure by PostCurious and Jack Fallows, an intimate coming-of-age story is told through an object that serves as a tarot deck, a puzzle game, and a work of art.

Number of Players: 1 – 4
Time Taken: 6 Hours
Date Played: May – June 2023
Difficulty: Medium

Why, oh why do I leave the very best games to play very last on my to-play pile!? If I texted any of my puzzle friends right now and said “Hey have you played Light in the Mist? It’s really good” I’d be laughed out of the WhatsApp chat. To be honest, I think it’s because I either buy them and keep them on my shelf for years waiting for the perfect opportunity to play it, or don’t purchase them at all thanks to extortionate extra-EU shipping fees games have these days *wipes tears with the UK flag*

Light in the Mist is one of those really good games I played very late. But in this case, it wasn’t me but a friend who bought it. And little known to me til I ended up chatting to the creator, PostCurious actually has distributors in the UK so shipping fees are… Surprisingly affordable!

Hey, better late than never, eh?

I first got my hands on a copy when my super lovely friends at Escaping the Closet and I boarded a ferry from Hull to Rotterdam en route to play a weekend of escape rooms in the Netherlands. We were sitting lazily on the top deck of the ship, listening to the drone of a singing-dancing-castanet playing ferry performer, when Ash suddenly reached into her bag and brought out a little box. “Oh hey, I brought a game! Shall we play?” She plonked a copy of Light in the Mist down on the slightly sticky plastic table, brushing aside the remains of dinner. And, as the boat left the port and sailed off into the deep water of the channel, we all started playing Light in the Mist.

 

 

I didn’t get a chance to finish the game until a month later, when I bought myself a copy and, completely forgetting where we’d ended up on the ferry, I started again from scratch in the comfort of my own home. So in short, at the time of writing, I’ve played Light in the Mist not once but twice… And you know the strangest part? Both playthroughs felt completely different. I understood the story in a different way. Different things happened to me. I collected different items. I learnt different things. Wow!

 

There really is something weird about these woods, you know?

Light in the Mist can’t be described as a game so much as it is described as a “puzzletale“. It’s a character driven narrative story, but the medium isn’t pages and ink, it’s told through a deck of tarot cards.. And of course, puzzles. As you work your way through the deck you choose which cards to draw in an almost choose-your-own adventure flow of the dreamlike meandering story. To navigate through the tarot cards, you solve each tarot card’s puzzle. Each solved puzzle will take you to a new page in the book and you’re encouraged from there to go at your own pace and follow your intuition. You’ll collect items, loop back on yourself sometimes, and uncover more and more with every metaphorical step you take through the woods.

With each puzzle solved you, the players, get a glimpse into the life of your friend Sam. You see, Sam is missing in these woods and the only item you have to guide you back to her is this deck of tarot cards. What follows is a story that unfolds non-linearly. It’s compelling, intimate, and in some parts quite upsetting.

Over the course of the game, which is around 5 or more hours (but I think I came in at at least 6), you’ll build up a complete picture of Sam. There are some trigger warnings at the start of the guide contained in the box, but it’s all handled gracefully and with respect. I believe somewhere in the trigger warning it mentions the intention of the game is to help tell painful stories, so nothing is in there for fun, it’s all essential to the story.

 

 

The woods are lovely, dark and deep

I don’t know why but the whole time playing this game I had this poem going loops in my head. I love this poem. I also have a tattoo inspired by the poem, which features a little path curving through the woods (DM me and I’m sure I’ll be happy to share it the tattoo, haha). But all this to say, I had ~ that vibe ~ in my mind when playing the game. Not in a small part thanks to the illustrations by the ever fantastic Jack Fallows of Cryptogram Puzzle Post, who was PostCurious’ collaborator on the project.

On each new tarot card a new scene loosely inspired by the usual tarot imagery. Yet Light in the Mist takes place in a deep and dark woods, and Fallows has rendered these scenes absolutely beautifully. Dark trees rising from the mist, a shining moon hanging in the sky, and soft lights that glow from the depths in colours more vivid than I thought possible to print on the card.

These woods for sure are lovely, dark and deep.

DIAMOND BADGE awarded to the most visually appealing experiences!

Given how beautiful this game is, we’ve also decided to award it a special “diamond badge”, awarded to puzzle games which are beautifully visually amazing. You can read more about our award badges here.

 

 

Last but not least, the puzzles

It says a lot when it takes me this long into a review to even mention the puzzles. But what can I say? There’s just so much else about this game I wanted to talk about first.

The puzzles in Light in the Mist are varied. As a designer myself I usually like to mention some kind of “puzzle arc” or the overall “gameplay flow” in my review, but Light in the Mist presents a peculiar challenge in that it’s a non-linear game. Meaning players can tackle the puzzles in any order they want to. They might encounter a difficult one first, followed by an easy one. They might ramp up logically in terms of easy – medium – difficult. Or they might do something else entirely. I can’t say.

But what I can say is that players can expect to encounter a range. When I played in a team of 4, we seemed very well matched to play together, as different puzzle types played to our comparative strengths. However when I played solo, I had much more of a challenge. At least, with the ones I had left to solve. Without a second person or two to rely on for support, I found myself spending more time looking at the hints and mulling over different theories before I’d eventually crack the codes.

Nothing felt too insurmountable. There were frustrating moments, and other moments where the puzzle just clicked the moment I flipped the cards out. In the end, it balanced out to be satisfying across the course of the game, and with each puzzle being so surprising and varied never once did I ger bored or feel like I’d already seen something similar.  But it is a unique aspect to the game in that people might end up playing it in an order which isn’t necessarily conductive to satisfying gameplay. Notice I said MIGHT. My gameplay experience was fine, but it’s just something to watch out for.

 

 

A Mystical Convergence of Puzzles and Palms

When we were done – on the ferry I mean – I grabbed the deck of cards and started to read everyone’s tarot more traditionally. There’s something super cool about having a game that also doubles as something else when you’re done. In Light in the Mist’s case, it’s a deck of tarot cards that yes, you can read as a tarot. Not only does this give way to some lovely arcana imagery, but it also means you’ll be able to keep and treasure the deck once you’ve completed the game.

For the purposes of this review – not that I really know what I’m talking about – I decided to do a card reading for you. Yes, you reading this! I thought really hard about the type of person who might be reading our review. Who you are, what your hopes and dreams are, and where you’re going in live. Then I asked the special Light in the Mist tarot deck if they had any special message I should share with you. I drew:

  • The Queen of Swords (upright)
  • The Three of Cups (upright)
  • The Knight of Swords (upright)

The Queen of Swords generally refers to independence, perception and organisation in one’s life. The Knight of the same suit usually means ambition, haste, and communication. Inbetween these two cards we have the Three of Cups, which indicates groups coming together to focus on a common emotional goal – a sense of community and the sense of getting involved emotionally. When the Queen and the Knight of swords appear together it seems pretty significant. Court cards usually mean specific people, and because the two in the suit are side by side it probably means two connected people.

 

 

Now I’m not sure I really believe in this tarot stuff, but there’s a clear message shouting out to me in these three cards, and that is: Get together your two people, your real people-people (friends, family, whoever they are to you) and come together for a common goal – such as solving a puzzle together, and you’ll all grow closer together emotionally. If I sit back and think about that for myself then yeah, I do have two people I usually play puzzle games with, they are connected, and one of them is more perceptive and one is more the ambitious type. We usually play games together and it does bring us closer together emotionally. They’re my community. It’s nice to think of it in that way.

I’m not gonna say the cards are saying to go out and buy this particular game – but if you are here for a recommendation. Well then. This one ain’t bad.

 

 

Light in the Mist | The Verdict

There is a really good reason PostCurious and Light in the Mist are so well known for their puzzle games. Sometimes the pressure of expectation can make a game fall flat, but somehow Light in the Mist avoids that and still pulls itself off as a perfectly well-rounded, beautiful and thoughtful experience.

I would recommend this for, well, pretty much anyone. It’s not traditional in any sense, but with the rules it breaks, PostCurious and the team have executed it near-flawlessly to create a compelling experience. Part puzzle, part story. A round of applause and a standing ovation from us at The Escape Roomer.

Unlike many other games, Light in the Mist is regiftable – though I’m equally sure you’ll want to keep this one for yourself. There’s one destructible element, however this element is provided twice just in case you want to regift it and keep it pristine. At a price point of around £30 GBP (£37 with UK shipping), it’s on the slightly expensive side for what is essentially just a deck of cards. But as someone who has spent close to that on a particularly pretty deck of tarot cards that doesn’t contain any puzzles, I think you’re getting an excellent value from Light in the Mist. There is also a collectors edition available for £90. Do with that information whatever you will.

 

Light in the Mist can be purchased by heading to PostCurious’s website here.

All photos in this article belong us at The Escape Roomer for the purposes of this review. Please seek permission before using them.

 

Gourmaze: The Time Traveller’s Space Bytes | Review

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The Time Traveller’s Space Bytes Review: Super computer G.P.S. has travelled back in time to better understand humans and find the missing data that’s causing it to glitch! You and your team of space cadets have been called upon to find this data on a journey through Space & Time. Along the way you will travel to different eras… expect to devour delicious pizza with the Romans, sip spectacular cocktails with movie stars & indulge on a sweet dessert in the Seventies. Buckle up and prepare yourself for an epic adventure!

Date Played: 6th June 2023
Time Taken: 47:45
Number of Players: 4
Difficulty: Easy
Location: Mayfair, London

I’ve said it before but I’ll say it again. Puzzles AND FOOD?! Sign me the heck up. Gourmaze is just about one of the most unique things you can do in the capital city. It’s the quintessential good vibes, special occasion, summer activity- and no, I’m not just saying that because I seem to always book and play Gourmaze on my birthday.

Team The Escape Roomer is on the quest!

The Time Traveller’s Space Bytes starts in a cute little pub in Mayfair – perfect for having a quick drink in before you get started on your mission. Like with many “outdoor puzzle hunts”, clues are delivered via a back and forth on your mobile device. In this case, Whatsapp. Every member of the team gets a link, joins the party, and when you’re all ready you type START to begin your delicious time travelling quest.

 

Gourmaze: Food Thats Outta This World

The story of the Time Traveller’s Space Bytes is fairly simple and fun. You’re guided by a robot called G.P.S. whose goal is to understand humans and what makes them tick. Unfortunately their data is incomplete, which is where you come in. You and your robot companion over the course of two, maybe three hours (if you eat slowly) must journey through the worlds of TV and film trivia, the musical world, religion, and of course food and drink. All the things that make the world turn round – and they can all be found here in London.

Our first clue arrived!

Unfortunately my player 2 and I had since moved out of London up to Edinburgh, and there’s absolutely nothing like this up north. So it was really nice returning to the capital and seeing how everything had changed. Over the course of our walk, we learned new things about our city, saw some seriously cool new streets and perhaps most importantly – discovered some new favourite places to eat and drink. As I write this, I’m back in Edinburgh and already missing the delicious smells and bustling hubub of some of the places our puzzle trail took us. How soon until I can come back to London and go back to all those places? The pizza is calling me!

 

Pizza is Calling, The Escape Roomer Answers

Gourmaze has been going for some time now and at the time of writing they have three puzzle trails available. One is themed around desserts, the other about Asian food. This one is all about pizza. My favourite! In terms of food it did not disappoint. In this review, we’re not allowed to disclose where the locations are – which is fair – the puzzles are all about actually finding them and saying the secret code to your waiter in order to get your food. We wouldn’t want to spoil the surprise. So instead of giving away their locations, I’ll just describe the food instead:

Our first stop – pizza!

Our first stop, piping hot and extra cheesy pizza in an absolutely gorgeous building. Probably the least likely building I would ever expect to find pizza in. But there it was, waiting to be taken out the oven and served to us.

Our second stop, a cheeky cocktail spot hidden excellently behind a bookcase. For real! If we didn’t know it was there – we wouldn’t have spotted it at all.

Have you ever tasted smoking popcorn?

Our final stop? Dessert! And to a place I’d actually been fortunate enough to pop into earlier that very same week and already knew exactly what I wanted to order. This final place was in an excellent spot for toasting our success with a drink or two, and for catching a train home after as the sun set over the city.

 

Bitesized Puzzles for the Hangry Mind

In terms of puzzles, Gourmaze won’t be for the hardcore enthusiast. I’ll be upfront about that for sure. They aren’t the most difficult puzzles – but here, I think that really works. There’s nothing worse than a HANGRY group of puzzlers, so we rather appreciated having a quick win to get food in us. One of the things this trail did do fairly well however was make use of the waiting time once we’d ordered our meal. In more than one case, we were given something physical with our order – a laminated piece of card, or paper we needed to solve. These were designed to be solved whilst we waited, or whilst we ate, and the solution would come in handy for our next stop.

Similarly, these weren’t overly challenging – in all cases we spotted what we needed to do and got on with it. What they lack in difficulty, they make up for in being well placed and fun to play. They used up otherwise quiet down time, and then once we did get back on our feet we found that the exact routes the puzzles took us were almost always unique and exciting lesser-trodden paths.

 

A puzzle with our pizza? Don’t mind if I do!

 

The Verdict

I really, really enjoy Gourmaze. Whenever people ask me for recommendations for something to do in London that’s a little bit different but still scratches that escape room itch, I think of Gourmaze first. It’s perfect for fans of food (I mean who of us isn’t?) and it’s perfect for puzzle enthusiasts as well. Whether it’s just a more fun way to do date night, or a full-blown corporate shindig, Gourmaze is a lovely way to celebrate.

My only caveat, and it’s really quite a small caveat, is Gourmaze does come with a hefty price tag. This trail is around £49.99 per person. Let’s assume the average pizza is about £14, the average cocktail about £10, and the average dessert around £8 (hey! I did say this was London, didn’t I?). Your total food, bought outside of the game probably only comes to about £32. Lets round it up to £35 when we include the service charge. Of course, you also get a discount at each of the locations for extra drinks and snacks, which we did go for… And perhaps most importantly you also get an excellently good fun puzzle game that takes you between each location. But this means you’re paying about £15 pp for the game, and about £35 pp for the food. I’ll let you be the judge of it – you know your own budget, and who knows how much food will cost by the time you’re reading this, what with the spiralling cost of living crisis. But for me, and considering I saved this for a special occasion (my birthday), it felt worth it! By comparison, the closest competitors are probably Hidden City (at around £25 pp but no food), or Street Hunt (£16.50 pp and also no food). For a more affordable Gourmaze alternative, The Sweet Escape is (at the time of writing) £27.99 pp, and the Talisman Treats £39.99 pp.

In any case, back to the review at hand. The Time Traveller’s Space Bytes was a fun, light-hearted and unique play on traditional outdoor puzzle trails. Gone are the days you have to plan your own food breaks into your day out – Gourmaze does it for you. I really can’t stress how much I enjoyed it. It’s not going to impress the hardcore puzzle enthusiast, but who among us isn’t a pizza enthusiast, and it absolutely ticks the box for them!

 

The Time Traveller’s Space Bytes can be booked by heading online here.

We were not charged for our experience but this does not affect our review.

The Locksmith’s Dream | Review

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“The Locksmith’s Dream is a series of genre-defying, immersive overnight experiences filled with narrative delights and magical puzzles. Step into a 17th Century manor house seemingly trapped in the 1920s. Unravel the narrative mysteries, solve puzzles and enjoy the unique atmosphere of the house and its grounds. Join fellow guests in sifting through the history of the house and previous inhabitants, supported by the curious staff who seem deeply connected to the property. Dine by candlelight in opulent oak-clad halls and as night falls, don your unique mask to wander in the strangeness of ‘The House of the Moon’.” – from The Locksmith’s Dream website.

 

Date played: April 2023
Time taken: 12 hours (including overnight stay)
Number of players: 2 in my party (22 guests overall)
Difficulty: Moderate-Hard

Photos in this review (c) The Locksmith’s Dream or Karen Myers

 

Everything about The Locksmith’s Dream is otherworldly.  A curated luxury immersive overnight experience, it has its home in Treowen, a gloriously creaking pile of a 17th Century manor house in the marchlands between England and Wales.  And just as the house is trapped between two countries, the story it tells is trapped between, or maybe entirely outside, time(s).  As an arriving guest you are very much of the modern world, but step inside ancient Treowen and you’ll find your genial, generous hosts appear forever frozen in a hazy 1920s vibe.  But in The Locksmith’s Dream nothing is ever quite as it might first appear.  Within Treowen’s walls are a myriad mysteries to unravel.  Where you start, what questions you ask, what puzzles you attempt to solve is entirely up to you.

 

What is The Locksmith’s Dream?

Like the ‘between times’ nature of the house and the narrative it contains, the event itself is liminal and elusive.  It slips between genres, playfully evading definition and refusing to be trapped by conventional labels.  There are elements that are escape room or scavenger hunt-like, with keys to be sought and riddles to be solved, but it is neither entirely an escape room or a scavenger hunt.  There are elements that borrow from the Punchdrunk brand of immersive theatre, where you can follow and interact with a character to piece together their personal narrative and their place in the mystery, but it is also not that alone.  And although I’ve never LARPed, there are some influences from that world too, where you can inhabit an identity of your own to engage with the cast.  And yet it’s not fully a LARP either.

So what is it?  It’s impossible to define, but playfully and deliberately so.  Choosing to exist between genres, there is an angle here for almost anyone who enjoys puzzles, immersion, direct performer interaction, mysteries, narrative complexity and exploration.

 

 

No, But Seriously, What Is It?

Ok, look, the world-building for this event is outstanding.  The depth of detail involved in creating the mythos that exists within the mysterious walls of Treowen is immense, and crafted with passion, affection and intelligence.  It is, quite simply, mind-blowing and overwhelming.  So to try and explain what ‘it’ is within the confines of this review would do it a severe disservice and be at risk of being spoiler-heavy but a bare bones precis might go something like this:

Treowen exists on a threshold between worlds, and sometimes secret gods, known as the Hours and who appear in the form of birds, converge on the house to trade secrets in a meeting known as ‘the Roost’.  When they depart, they leave behind “divine gossip and treasures” or ‘birdsong’.  Your arrival at Treowen in the immediate aftermath of ‘the Roost’ has been arranged by a sponsor from an occult organisation who finds value in this birdsong.  It is your job, once inside the house, to search it out, in any of its myriad forms.  And when you find it you have a choice to make – to assign it to your sponsor who may use it for good or ill, or maybe you can trade it for information, a secret or an insight.

Physical ‘birdsong’ aren’t the only secrets hidden around the house.  Treowen is staffed by a curious band of characters – from attentive butler, Hawthorn, to the wily but circumspect Inspector of the Suppression Bureau, from the dusting-obsessed servant, to the excitable but oh-so-sad Curator.  They all have their own stories, woven into the very fabric of the house, and while they hold their own mysteries close they can often be persuaded to part with a detail or two if you take the time to chat, gently easing away at least part of their masks.  Even those who have long left the house leave secret traces that endure – your occult sponsor might want physical birdsong but they might also like you to uncover what happened to previous residents, some of whom have met mysterious ends.

And just when you think you’ve found your bearings in this complex puzzle box of a house, night falls and, after a delicious 7 course feast of a candlelit dinner, you are invited to don the mask provided by your sponsor and explore the house anew.  Because in ‘the House of the Moon’ so many things are oh so very different.

Throughout Treowen and throughout the 24 hours of your stay, enigmas and conundrums surround you on so many levels.  And this is where The Locksmith’s Dream is unique to any other immersive experience I have taken part in.  The path you choose to take through the event is entirely up to you.  You can spend your time searching for the physical puzzles that litter the house, where every nook and cranny, every uneven floorboard and knot in the woodwork could hide a key or a riddle or a puzzle box waiting to be unravelled.  There are a whole host of props and paperwork to engage with and peruse, from your own personal, leather-bound journal (which warrants careful attention!), to letters and guest books and dolls houses and chessboards and paintings, all of which may reveal a delicious sliver of information.  Or you can mingle with the staff and other guests, ask some canny questions, share a joke or a moment of kindness and learn a secret or two about the house and its residents.  Every conversation can unwrap another layer of the narrative and even mealtime encounters might open a new door or two.  And if any of the above sounds just too darn exhausting, then you could, if you wished, retire to the inhouse bar for the entire time and just drink the cocktails while admiring the countryside views.  In short, there is no right or wrong way ‘to do’ The Locksmith’s Dream.  The options are multiple and the opportunities are endless.

It is easy to be bewildered by the complexity of the world created inside Treowen.  There is a lot to get your head around as so much detail has been poured into every angle of the narrative and the puzzling.  To get the most out of it, if you want to be fully immersed and engaged, then taking time to read and digest all the documents and paperwork you are given is key.  I often fail at this in escape rooms when I’m so keen to get on to the puzzles that I ignore the narrative and skim read documents. But everything is so carefully woven together into one cohesive whole in The Locksmith’s Dream that soaking up the detail will pay huge dividends as you explore.

 

 

And when documents and written detail aren’t giving you the answers you need, it is the superb cast who step into the breach.  The actors who flesh out the weird and wonderful staff of Treowen are supreme.  Masters of nonchalant improvisation, the team of performers remain in character from the moment you arrive to the moment you depart.  They seem entirely inbuilt into the fabric of the house and remain unphased by being asked the most obtuse and obscure of questions while they are also trying to pour you a cup of tea or make you a cocktail.  Because these guys really do do everything – carry your bags to your rooms, serve tea and coffee, pour your wine and remember complex, arcane details about ancient rituals and the indepth back stories of the chamber maid.

While Treowen is a stunning, magical location and the narrative world-building complex and rich, it is the actors who make it all so very, seductively, real.  Particular kudos to Emily Carding as the Curator, who was by turns all giddy excitability then heartbreaking loss.  Her mournful breakfast monologue over the fate of a teaspoon was devastating.  While my friend and I failed on so many levels to complete most of the challenges posed by the Locksmith’s Dream our one success was on a task for the Curator and her reaction to our resolution provided one of the most blindingly bonkers but wonderful and warm encounters of the whole weekend.  The cast gathered together for this event is definitely one hell of a Locksmith’s Dream team.

 

 

But What Do I Get?

To book a place in the Locksmith’s Dream you chose one of Treowen’s 11 unique bedrooms, distributed across the top 3 floors of the house, from the smartest on the first floor to the attic spaces on the top floor.  That bedroom comes with an identity – one assigned to you by your occult organisation sponsor – along with a letter from your sponsor and a series of tasks to complete (if you so wish to of course, you could ignore them completely).  You’ll get a small leather bound journal full of information and space for note taking (essential!), masks to wear for the ‘House of the Moon’ event and a pin badge (who doesn’t love a pin badge) identifying your sponsor.  You also get a delicious lunch on arrival, a small but perfectly formed afternoon tea, a seven course fine dining feast in the evening (including wine), a hearty breakfast the following morning and, most extraordinary of all, 24 hours of magical immersive fun.

 

 

The Locksmith’s Dream is a rarefied event – there is a large price tag, but that price envelops so many layers, experiences, details and engagements that just aren’t happening anywhere else in the UK at the moment. Having thrown myself at most immersive events that have taken place in the last ten years, I can honestly say that I’ve never experienced anything like this.  It is impossible to define and impossible to compare to other immersive events, escape rooms, puzzle hunts or similar to match price points.  It’s just not like anything else.

The only niggle I’d have about this whole weekend, is that while the house is historic and fascinating and gorgeous, it is also so old and protected the amenities aren’t luxury in the ‘luxury hotel’ meaning of the word.  Our room in the attic (‘Seraphim’) was lovely with exposed beams and sloping floors but our twin beds were very narrow and our bathroom shared with another bedroom was a tiny cubicle with only just space for a shower and a toilet. It is not something that would put me off returning and it didn’t stop us having huge amounts of fun (especially as we spent very little time in our room) but it is something to be aware of if the price point is above your normal budget so you can manage expectations.

 

A Dream to return to?

The Locksmith’s Dream clearly has a potent pull.  Several other guests who shared our weekend were returning for their second visits and still finding new layers to uncover and puzzles to explore.  The venue is seductive enough to call you back and, especially if you’re a completist, the sense of so much left undiscovered is a powerful draw to consider a return visit.  There are just so many different angles and avenues to take that no-one, not even the speediest of searchers or riddle-solvers, could do everything within one weekend.

The Locksmith’s Dream is unique.  It is special.  It is bewildering and magical and frustrating and exhilarating and sad and hilarious.  It is laden with puzzles.  It is a joy to explore and search.  It is peopled with endearing, multi-layered characters performed by masterclass performers.  It will not be everyone’s cup of tea (no matter how well Hawthorn the butler makes it) but for those who are willing to step outside the tedium of modern life and engage with the mystical and the magical, to suspend disbelief and be fully immersed, it will be an unforgettable, bewildering, intoxicating dream come true.

 

 

The Locksmith’s Dream can be booked by heading directly to their website here.

Our visit included a gifted discount on the full price but that hasn’t influenced the above review.