The EscapeJunkies want to start off by saying this room was disappointing, but we hate to say it. We have done every other room at Lockbuster’s and they all have something -masterfully- done. We have done many escape rooms, and what we believe is that “Jack the Ripper” is a room with great potential. Much like a rough draft for an English essay can become something great, this room has all of the makings of a genuinely interesting and fun room. The story is very interesting, and the set design for -some- of the room is very cool. But the room falls off in interest and care as the room carries on, culminating in a lackluster and hollow ending. This room in particular is -not- on par with the other stellar escape rooms that Lockbuster’s provides, and that’s what’s so frustrating. The reviews of this room alone may deter people from trying any of the other rooms, when they are all a whole caliber above this room. I just hope that the team at Lockbuster’s forms this room into something greater. Clay can be molded into a beautiful pot if you give it enough care, which hopefully the same can be said for “Jack the Ripper”.
Scoring:
Jacob (5/10)
Ginger (5/10)
Harold (4/10)
Lainey (3.5/10)
Total Score: 4 out of 10
The puzzles were not linear, and they did not lead from one room to the next, or one clue to the next. Some of the clues felt very out-of-place (I.e., not fitting the environment). Quite a bit of double-backing despite single-use clues. You never really know why you’re doing things- just simply jumping from one lock to the next. A few innovative puzzles and solutions, but not enough to be substantial.
A fraction of the room was very well-designed with very interesting scenery. However, the room seems to die off in interest as the room progresses forward.
The staff was very kind and genuinely wanted to receive input about the room.
Particularly interesting or different
No
The premise of the room itself is unique, but it falls flat due to lackluster execution.
The room itself is the most on-theme during the introduction; as soon as the room starts, you lose the story and the “why” you’re solving these puzzles, with the “why” tapering off even more as the room goes on.
The puzzles themselves had very interesting concepts, but there was a clear failure of execution. The hardest part about the puzzles was knowing what they were for, not the solving itself.
There were some very interesting thematic puzzles, but the majority (90%) were very basic lock and key or combination locks. Very little high-tech involvement.
In a group of 4, we felt like the rooms were amply sized. Considering two of us are 6’2” and taller, it is a little bit of a bias. However, we believe that, if we had more than 4 with us, we would have been stepping all over each other, especially towards the end of the adventure.
The premise itself may be spooky, but the room does not carry that spook once the doors are open.
The room is, seriously, not scary. Family friendly. There are a few spooky elements that “could” scare a younger child, but nothing that will jump out or interact in that way.
The pieces and room were intact and worked correctly, for what it’s worth.
There were not any live actors, however this room could benefit from some.
Physically active
Not at all
Very close to each other, not a whole lot of room to move around.
Accessibility
Mobility issues should not be an issue. The room is all one-level, separated by doors. Vision-impaired and hearing-impaired individuals may have difficulty unless accompanied by someone else who could assist them, or without added assistance from a GM. One clue in particular is locked behind a glass box and requires reading through the glass, while there are multiple audio clues.
Lockbuster’s is an easy street-access location.
Not a lot of people at the strip when we went, but that’s hard to gauge.