Post Office PursuitEscape. on QueenEscape roomIRLAbsolutely my favorite of the 3 rooms we played here. There were definitely a handful of stand-out moments, but the game also very much held its own outside of them. There were a ton of puzzles, since it’s a 90 minute room, and there was a ton of variety between them, which was awesome. The only issues we really ran into were towards the end of the room. A lot of the flow got lost with the last few puzzles, with the last space being very narrow and not having the most clear mapping between clues and their respective puzzles. Part of that was also sort of on us, since the combination of small space and confusion over puzzles made us all a bit frustrated, but it wasn’t anything bad enough to muddy the experience. Fantastic room overall, highly highly recommend
The HideoutEscape. on QueenEscape roomIRLReally fun little room! Quite straightforward, although it is largely nonlinear. The set was so fun; it felt really nicely fleshed out, especially for it being one of their older games. Gameplay wasn’t anything too out of the ordinary, but there were a few puzzles that put fun spins on some more simple concepts, which our group really enjoyed. The one physical puzzle wasn’t an agonizing time-suck (thank god), and was also quite fun to set up :) Nothing necessarily mind-blowing about the room as a whole, but absolutely worth playing
The TavernEscape. on QueenEscape roomIRLDefinitely the most mixed bag of the three rooms we played. The beginning was AMAZING, for sure my favorite part of the entire trip. Honestly, I think I would have liked this room more if the setup of the beginning had been the premise for the entirety of the room, because the flow worsened a lot once we were past the beginning. The majority of the room honestly just felt nonlinear to the point of confusion. One of our biggest issues—which had also been present here and there in the 2 rooms we’d played before Tavern, but hadn’t bugged us all that much—was the lack of mapping with the locks and puzzles. There are simply too many locks and keys in this room to not have them labeled in some way. I know that having a ton of locks is the whole point of the beginning of this game, but that doesn’t make having to try a dozen different keys in the same lock any less aggravating. There were also a few puzzles, especially towards the end, that felt like pretty wide reaches in terms of how we were supposed to connect certain things to one another. I liked the base concepts of a lot of these, but they were leaps in logic that I don’t think we ever would have been able to make without help. I don’t want to come across as having not liked this room, though. I genuinely did really like it! The set was my absolute favorite of the rooms we played, and I loved the more theatrical aspects of it. The lighting in particular was really really fun, and they hit a great balance of making things look dingy without actually being dirty or unkempt. Basically, this room had both the highest highs and the lowest lows for me, and it just sort of sucks that so many of the lows were towards the end of the room. I’d still absolutely recommend playing, even if just for the initial set-up—probably the coolest segment in any room I’ve played up to this point.