Reviews

Reviews

Magnifico

Magnifico

Escaparium - Laval

  • Escape room
  • IRL
It's hard to express how amazing this game is, but I'll try. Pretty much every element of the game was the best I've seen so far in an escape room. This doesn't feel like an incremental improvement over other games, but rather an entire leap forward. The set was detailed, very immersive, and interesting to be in. They did a great job evoking their intended spaces, and frequently had nooks and crannies where unexpected content would appear. There's a ton of effort put into even minor details, which helps sell the whole thing - a certain late game prop comes to mind as a living, breathing embodiment of this. The actors were essential to the game, and a significant portion of the experience revolved around interacting with them, from comedic to dramatic. Escaparium has previously flirted with a character driven narrative in Wardrobe for Sale, but Magnifico really runs with it. I wasn't the only team member crying at the end of the game. In most escape rooms, puzzles are tangentially related to the set or plot, but are pretty clearly where the designer thought "What do I associate with X, and how do I turn it into a puzzle?". While there's still some of that here, I think Magnifico does a better job than most of naturally integrating puzzles into what's going on. In particular, there's a sequence midgame where it's pretty clear what you want to do, but have to figure out how to use the environment and your inventory to accomplish the goal - it's more like a (sensible) real-life point-and-click adventure game than the standard escape room "here are 4 icons, a lookup table, and a 4-digit lock". I'm not saying Magnifico is perfect - I might have preferred some different creative choices about some aspects of the plot or character development. At the same time, I think it's saying a lot that this reaction is much more like how I'd think about a movie or book than a traditional escape room. I love that this is a place we're at now, and look forward not only to Escaparium's future games but also how the industry keeps up.
Pins & Needles Tattoo Parlor

Pins & Needles Tattoo Parlor

The Exit Games FL

  • Escape room
  • IRL

𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿

Le Jour du Jugement [Judgement Day]

Le Jour du Jugement [Judgement Day]

Eliviascape

  • Escape room
  • IRL
The Starlight Motel

The Starlight Motel

Escape Artist Greenville - Downtown

  • Escape room
  • IRL
Dark Lullaby

Dark Lullaby

Escape Artist Greenville - Hampton Station

  • Escape room
  • IRL
Abstraction

Abstraction

Eliviascape

  • Escape room
  • IRL
The Storykeeper

The Storykeeper

Locurio

  • Escape room
  • IRL
Setwise, The Storykeeper was good (and a clear step up from Vanishing Act). Locurio is located in a converted residential building, and it seemed like they weren't allowed to make major modifications to the walls, leading to the awkward feeling of being in a room that, while nicely decorated, was ultimately just one you might find at home. If they were able to modify the walls, I think that would tip it over to a great set for me. There were some spots where lighting could have been better. The set seemed to be in good condition - I wouldn't have guessed that this game had been around for so long. The high point of the game for me was the GM/actor - his character was great, and helped elevate the unusual plot. Creating a compelling story seems to be Locurio's strength as a company. Spacewise, 3 players felt like a good number for Storykeeper. The space felt a little smaller (or at least more occupied) than Vanishing Act, so I don't think I'd want to go above 4. While still parallelizable, it's not as much as in Vanishing Act, and I think 2 decent players would have a good time. Puzzlewise, most things seemed good, but there could have been better signposting in a few spots. I could see one puzzle potentially being problematic for people who don't have a particular background, as I didn't see anything in-game which would have indicated what we needed to know if we hadn't already known it. Another puzzle seemed to have no indication about the intended interaction method - while there was feedback, it was subtle and as far as we could tell, unclued in-game.
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