RobotopiaOmescape - SunnyvaleEscape roomIRL𓆜𓋘𓄁 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 𓅟𓂿This review contains spoilers.Unscramble𓀗
The Edison Escape RoomPalace GamesEscape roomIRLA well-balanced blend of traditional escape room puzzles and execution-based mechanics make for an enjoyable and challenging room! The structure, puzzle content, and presentation may feel dated by now, but the fundamentals absolutely hold strong. Later physical components had impressive mechanical reuse, though it took a bit to realize how much to re-adapt new mechanics over it. I appreciated how this puzzle was able to adopt to different party sizes. It helped make every player contribute in some fashion, especially in the latter half of the room. It’s very clever in doing so. I do think the reliance on monitors made for a clunkier experience there, as conveying those instructions became heavy-handed or often ignored. Finally, the staff were absolutely wonderful and let us see the internals and technology of the room. Absolutely impressive. Shout-outs to Andrew, the general manager!
Haunting at Haruka HighOmescape - SunnyvaleEscape roomIRLHaruka High is one of the most accessibly scary rooms for a group. The theming contains spooks, jumpscares, or other potential horror moments that get your blood pumping, but never over the line. I was impressed with the engineering to make these spooks happen. I was concerned that the theming may have contained triggering content, but was pleasantly surprised to see how considerate they were in not letting those sensitive to trauma be triggered. The setting was incredibly immersive, with props and parts all throughout weaved super well — consistent with Omescape’s high quality of props and aesthetics. However, I felt a little off-put when one segment heavily used AI-generated artwork. The puzzles occasionally had clunky activation mechanisms that were exacerbated by steeling oneself into the horror mindset. I found this OK in the end but found our team tunnel visioning a lot more than usual. Some content was obviously cut but remained in the room. I appreciated our GM’s special attention to spooking the scaredy-cats in our group. Shout-outs to Jose!
Pier of FearEscaperoom 831Escape roomIRLThis was my first time experiencing Escape Room 831’s selection and I was very pleased! The best part of the experience by far is the room theming and immersion. It’s a perfect complement to the Cannery Row exterior with references to the wharf outside. The scares were also well put-together and enjoyably placed throughout the entirety of the room. The audio was excellent; nothing seemed too quiet or off. I felt that the room relied a little too heavily on combination locks. Gameplay flow was hampered often solving puzzles; it was clear when a puzzle was solved, but finding what changed in the room felt stretched. I would appreciate more clear signals, such as audio cues or an activated glowing widget for certain parts indicating a change based on the action the player’s made. I injured myself with one of the physical interactions necessary in this room. While the GMs were incredibly nice to accommodate afterwards, I would’ve preferred the mechanical effect associated with this to be disabled when actually interacting with it.