Thursday, May 26, 2016

Nashville Escape Game: Gold Rush

This is my spoiler-free review of my experience at Nashville Escape Game playing Gold Rush.

This was my fourth room at Nashville Escape Game, and my first at the Third Avenue location. The location is very well marked. I really like the big lock sign! You either know what it is and that it's awesome, or you don't know and you say "What's that?" Parking is a pain downtown, no matter where you are, but there's a garage not far away. Honestly, with the price of parking, I think I'd just park somewhere further out and take an Uber next time!

I did this room with my wife, my dad, and three tourists from LA. I don't often end up doing rooms with strangers, so I was a little apprehensive, but this one worked out nicely. We ended up making it out, with several minutes left on the clock.

At this point I've done four rooms with Nashville Escape Game, and four with other companies around the country. Invariably, NEG does by far the best job with scenery, depth, and immersion. I suspect they spent more money on their rooms than other places, and it shows in the quality of the gameplay. Not that the other game rooms are bad! You can do a perfectly good room on a lower budget. Money's not everything, but in some areas, it really helps!

While I will not give any hints to solving puzzles, I will be describing some minor details about the room. Nothing I say will help you solve anything, but it will tell you some vague details that aren't obvious when you first walk in. If you wish to remain utterly surprised by everything, stop here.

NEG does their usual job of setting up the backstory in a well-made, concise video. The gamemaster tells you immediately that a couple things in the room are not to be touched or are irrelevant, but from that point, almost everything else matters.

From minute one, I have no complaints about this room. Zero. The atmosphere is perfect, the decor is extremely well done, the reveals are unexpected, and the puzzles are both unique and fit perfectly with the theme. At best, I have some minor observations.

There is one puzzle near the end that I'm not sure most groups would solve. We had an engineer and an actuary, both of whom do math puzzles for fun. It still took us a couple minutes to solve, even once we were told how to do it, which itself was completely not obvious. Perhaps I underestimate the average Joe, but I genuinely wonder how often people get stuck on that one...

Also, do not nail the nails in! You'll know what I mean when you get there. The game master had to stop the clock and come in to help us, which is never what you want.

Oh, and at one point something went off prematurely... I think it may have been manually triggered from outside the room, and designed that way. But I really wanted to push that detonator, consarnit!

Ultimately, I loved this room. It had a great mix of puzzles, and didn't use any of the usual tropes. Whoever did this room did it right.

Rating: 10/10

Wednesday, May 18, 2016

Escape Chambers @ Milwaukee: Containment

This is my spoiler-free review of my experience at Escape Chambers in Milwaukee.

First, Escape Chambers. This is the only escape room I've seen that's actually in a mall. If you're walking down the street and don't realize a mall's there, it can be a little surprising. But it works! Like most downtown locations, parking is a pain, but at least the mall has dedicated garages. It's not the nicest mall I've ever seen, but it's not the worst. (I'd stay out of the bathrooms if possible, though.) And having a food court immediately available before and after is pretty cool.

Like everywhere I've been, the people here are professional and fun. They seem to really enjoy what they do, and hearing about other rooms. The overall escape rate for the facility is about 20%, but they didn't have it broken down by room. I did their Containment room, and ended up being the only one in my booking. They said that in the year they'd been open, nobody had ever tried a room alone; I escaped the room with about five minutes left, which is apparently a better time than many groups!

While I will not give any hints to solving puzzles, I will be describing some minor details about the room. Everything I say is either something you're told before starting, or something common to many escape rooms. But if you wish to remain utterly surprised by everything, stop here.

The backstory is straightforward: you have an hour to find 40 vials of blood and three other widgets, or civilization is destroyed by a virus. Good luck, we're all counting on you! No really, all of us.

This game was more primitive than most I've seen. There is no clue screen, almost all the locks are mechanical, and the audio feed is a baby monitor! Those weren't really a problem for me, though there were areas that the baby monitor didn't pick up well enough to be heard by the game master. It's nice to see that a good escape room can be done without the gadgets if you want to.

This game had the best system of hints I've seen in any room so far. You're playing the part of a scientist in a locked-down lab. The game master is actually playing the part of a lab assistant trapped in another room! You can chat back and forth constantly, and she gives hints about whatever you need, including if she thinks you missed something earlier. It's a great system, and really added to the fun.

There were some glitches in the puzzles here and there, which I might not have been able to solve without hints. Two puzzles depended on matching photographs to items in the room. But the photographs didn't look at all like the items they were supposed to represent! One had faded badly and made the colors indistinguishable, and another simply had never been right. It was a little frustrating to have to basically ask for the solution because the needed information just wasn't there. Hopefully they'll fix that with some new photographs! I like things that are easy to fix! Also, one puzzle towards the very end was just kind of silly; I arranged some items properly, but I don't think anyone would reasonably think to get a combination from them the way I was finally instructed to.

Another issue I had was with the construction: the walls didn't go all the way to the ceiling, and I could hear other groups clearly discussing their rooms! That didn't cause me any problems, but it could have been a significant distraction. Having a ceiling on your escape room would improve the immersive feel.

Other unique aspects: this room was really full of things to go through, which I liked. It actually contained lots of irrelevant data and gear, just like a lab should. The assistant often told you when you were on the wrong track, which makes that kind of thing perfectly fine. I can't say enough how great that assistant is! If you and the world survive, give her a raise.

Ultimately, I had a very good time. The staff was helpful, the room had some unique puzzles, and the little details helped make the atmosphere more immersive. The minor glitches were really very small in the overall picture. I sometimes think that rooms are better with minimal groups, but I think this is one room that would actually benefit from more people. I would definitely recommend this room, and I would go back to Escape Chambers for another.

Rating: 8/10

Wednesday, May 11, 2016

The Escape Key @ Salt Lake City: CSI:SLC

This is my spoiler-free review of my experience at The Escape Key in Salt Lake City.

First, The Escape Key. The location is relatively easy to find, and parking is good. Like all the escape rooms I've been to, the people here are professional and fun. My dinner beforehand was slow getting to me, and I rushed to eat it, so I arrived at Escape Key with shawarma all over my pants, and possibly not in the best of moods, but they quickly put me at ease. 

One great thing to note about Escape Key is that their prices are about $20 per person, instead of the usual $30. That makes me much more likely to make it a casual outing. They're also unique in having a wall for people to write on after the game. Apparently the place is popular, because the walls were completely full. ("Stephen is a beast" is now somewhere on the ceiling.) And there's a house Chihuahua, which is just funny. They have three rooms presently, with Lair of Lunacy having a 50-60% escape rate, CSI:SLC at around 20%, and Impossible at around 15%.

I did their CSI:SLC room. I ended up being the only one in my booking, and I escaped the room with 23 seconds left. This was my eighth escape room, making my record 7/8. While I will not give any hints to solving puzzles, I will be describing some minor details about the room. Everything I say is either something you're told before starting, or something common to many escape rooms. But if you wish to remain utterly surprised by everything, stop here.

The backstory video is extensive. In short, you have to solve the murder of an undercover officer by finding clues left in the room where he was playing poker with five underworld figures. One of the five is the mysterious Vendetta. (And all I can think of is Sideshow Bob...) Your briefing is interrupted by a message from Vendetta, telling you that he's trapped you in the room. You have an hour to find the six-digit code to the panel next to the door, or the room explodes.

One unique aspect of this room that I really enjoyed: you get one shot at the code. Once you unlock the panel, you have sixty seconds to enter a code. If you don't, or if you get the code wrong, game over, you lose. I've seen locks that only let you enter limited codes in a set time, but I've not seen another room that you can lose prematurely. A very nice touch.

Another unique aspect of the room is that it's a crime scene. They tell you going in, don't move things around too much, and they mean it. You could easily make the room impossible to solve if you don't take that seriously. And unlike most rooms, there are meaningless details in this one! Almost every room I've done subscribes to Chekov's Gun. This one doesn't. And that's okay! It's arguably more fun this way, having to figure out what matters and what doesn't.

There were a few minor glitches. At one point I accidentally unplugged the clue TV! Oops! I'm not sure how you'd make that more difficult, but it did seem surprisingly easy. Apparently it happens once a day! They fixed it, of course, and knocking it out is as much my fault as theirs. There were a couple chains hanging down from the TV mount that seemed relevant at one point but turned out not to be; most irrelevancies were marked, but those weren't.

The room had some of the standard tropes, including a UV light. Unlike any other room I've seen, though, this room had a window to the outside, which was completely unrelated to the puzzles. You're told to just pretend it's not there. But the UV lights work best in almost complete darkness. I think the room might have been a bit more fun if the sunlight around the edges (and the red flashing light) hadn't interfered with the UV so much.

Another trope is the audio recorder. Unfortunately, most of the message was completely unintelligible. You're able to get what you need, if you know what to look for, but don't waste time trying to understand the rest.

The room was also impossible to solve by one person, just because of some distances involved. The game masters realized this when I got to that point and helped me out, but be aware that you'll need them if you plan on doing this room alone. The max for this room was specified as six people, though, which I think might be a nightmare of stepping on each other. You'll also need some help from the staff if you don't bring a smartphone, which is another thing I've never seen before in a room.

One thing that could really be improved is the specificity of the clues. I was often given clues to things I'd already solved, even when I said I'd solved them and was specifically asking for help with another part of the game. That was moderately frustrating. Not to be overly critical; I wouldn't have made it out without those clues, and I really appreciate the help!

Ultimately, I had a good time. The staff was nice, the room had some unique puzzles, and the little details helped make the atmosphere more immersive. If they fixed some of the small glitches, it would be even better. Even then, though, this will never be a great room. Even if it's executed perfectly, the fundamental room structure and concept is always going to be just okay.

Now, an okay escape room is still one of the most fun things around! If you want a good time, it can definitely be had here! But for me, I'm trying to have the most and best room escape experiences possible. The next night I decided to do another room, and rather than come back here, I took a chance on curtain number two. Escape Key isn't bad, by any means, but it's not fantastic enough to keep my from trying anywhere else.

Rating: 7/10