
ChaosD1
24 escape rooms
I like this room, but it has a lot of problems. First off, this room is not "hard". This room is "bloated." I was excited to see Countdown finally reach Axxiom Newark, after spending over half a decade advertising the room as one of the posters on the lobby wall. (When's your turn, "Enigma's Sanctum". The entire lobby is painted in your color scheme, FFS.) The first glance of Countdown is intimidating but impressive. Monitors blanket the walls, an impressively complex desk console takes up quite a lot of floorspace and a very scary looking capsule towers ominously on the rear wall. While it can look overwhelming, there's a lot that's pretty straightforward (for now). We were able to solve most of the puzzles, though having a couple escape room newbies made things a little harder for us when we knew the answer to puzzles they assumed were more complex. It's no secret that almost every Axxiom room nowadays has a "second room" and seeing it wasn't a surprise. It's as plain as day, fully presenting as a door, instead of a false wall, a secret bookcase or a weird decoration that swings or falls away as you solve a specific puzzle. This room has puzzles that are a little less straightforward, but still understandable. It easily takes a bit more brainpower and logical leaps to understand what to do, but they are all done in interesting ways that feel rewarding when completed. The issue comes after this... The second room is themed as the "bunker" you take shelter in as the result of your actions in the first room. The puzzles within (mostly) make sense with the theming of where you are and what you're doing. (The rest of this is technically a spoiler for how the room carries out, but does not directly reveal the solution to any puzzles. It does, however, describe the oddity of the pathing, and reveals the important items to focus on within it. Feel free to stop reading here if any of this interests you. Just know that this room doesn't finish as soon as it feels like it would.) ..... ..... ..... ..... ..... We felt accomplished, as we hit the last puzzle and watched an animation of the bunker traveling upward, which felt like a logical conclusion to the room. Then we noticed the timer wasn't shutting off. The animation played on the monitors for what felt like over a minute, until the doors opened and revealed... another room. The tonal shift is absolute whiplash, and hit us in multiple ways. Annoyance, disappointment and confusion mostly. The vibe was nice, as calming music played and we were confronted with the look of a quaint Main Street village scene. A row of two shops lined the wall and the opposite wall contained a building with a single locked door. We had a very short amount of time left before completing the bunker, and thought that this surprise room had maybe one or two puzzles left. Our hopes were dashed as we realized this room was far more complicated than that. We completed about one or two more puzzles before time ran out. We asked how far we had to go when the timer expired and the game master explained nearly 6 more puzzles worth of instructions, with incredibly esoteric and nonsensical solutions that I don't believe we would have solved with 20 minutes left, let alone 6. This room is also narrative nonsense. A missile command center? Certainly. A radiation bunker in need of repair? Makes perfect sense. A quaint Mainstreet with a candy shop that requires you to line up horoscope symbols from the adjacent shop with a work schedule calendar, in order to know which candy jars correlate with the numbers in the employee logbook so you know what number to call in the phone book outside? I'm sorry WHAT? What did this room have to do with anything? Why am I trying to ESCAPE THE OUTSIDE by going INTO a building. We stopped the missile, we repaired the bunker. We were finished. There was no logic to why we were in the third room, or any logical starting point, as nothing in that room seemed like a clear threat that needed to be solved. Our entire group of 4 was convinced we escaped, because technically, we did escape the bunker, and sorting out the employee scheduling issues of a sweets shop didn't feel like it carried the same gravitas as the threat of nuclear annihilation. I don't know why this room is here, I don't know why there's so many puzzles in it, and I definitely don't know why the time limit is only an hour for this one. Mason's Temple in Axxiom Wilmington set that's room's timer to 90 minutes because almost no one was able to solve all of that rooms puzzles within an hour. Countdown needs to follow suit. I still recommend the room, despite the absolute nonsensicality of the final room. It's (almost) thematically perfect, and many of the puzzles in the first and second rooms are pretty clever. Just know that having less than ten minutes to solve the final room will likely be impossible, and having over a minute of that time wasted by an animation won't make that discovery feel any better. Either bump up the time, shorten the animation, or tighten up the puzzles, and you'll have something I'd recommend on the level of Sorcerer's Quest at this same location.
Gameplay
To shorten my review ramblings, only one area of this room makes far less sense than the others, but all leading to that moment were great.
Atmosphere
One of the best and most thematically decorated rooms I've seen in Axxiom Newark since Sorcerer's Quest.
Customer service
Hints could have been more frequent if they knew how many puzzles were actually left when we reached the bunker. It didn't feel like we were on a slow pace.
Particularly interesting or different
Yes
The premise seems fairly normal for a "dire situation escape room" but makes up for it in atmosphere and immersive elements.
Story
My issue is spelled out in the review, but it's straightforward for a good while... before it goes off the rails at the end.
Difficulty
Hard
As said in my review this isn't so much "hard" as it is "bloated". Difficulty comes from the amount of things you're expected to do, not the puzzles themselves, which are mostly straightforward even without many or any hints.
Game tech
High tech
Ideal number of players
4
I don't believe that more players makes a room easier, and my time as a game master observed many rooms where more people did nothing but get in each others way. As Mark Rober said on YouTube, think of escape rooms as a camping tent. No matter how many people the box says it can fit, you'll have far more fun at half capacity. There's not much to do simultaneously in this room, so 4 is optimal but don't do more than 6 unless you're part of a hive mind.
Scary
Not scary
There are moments that some people will find scary considering that there's some loud noises and the general theming is kind of terrifying at its core. But it's definitely not something you'd be playing on Halloween.
Minimum age
15
The general complexity of the puzzles and the theming would definitely require someone who's pretty good at puzzle solving. If you have a 15-year-old or such who's very into this sort of thing they'll probably handle themselves okay but it's probably best to keep the younger kids out of it.
Was anything broken?
No
We got in fairly early so the room was in pristine condition. I don't know how long that would last but I feel like there's good reason to upkeep this one.
Live actors
No
Physically active
Not at all
Despite physically manipulating some items or connecting things to other things, it will require some dexterity, but it will not wear you out.
Easy to find location
Yes
One of the corner stone shops of Newark and among the first things you'll see on the college town main street.
Parking
Medium
The lot is in a very "our business only location". Most parking on main Street Newark is heavily packed into the movie theater lot or the street itself. It's highly unlikely you'll have to walk a very far at all once finding a parking spot there.