This room is an example of the experience of the room overpowering game play. It is very innovative and different from anything we've done so far, but it seems like someone overthought it just a little too much and the concept got in the way of the game. The puzzles were mostly pretty good, but there were a number of times where we were admiring the effects and not sure what to do next. The GM intervened a good amount. We (think we) solved one puzzle correctly because the game progressed, but the GM didn't convince us that they didn't just hit a "next" button on their console just to keep us moving along. There is no doubt why this is award-nominated, but it just didn't work completely for us as an escape room.
Definitely novel. This game is an incredible and unique experience. However, we found ourselves unsure as to how to proceed at a few points. We were watching what was going on around us and it wasn't obvious if we were on track or not. The flow was very intermittent, but it was unlike anything we've seen.
The set design was 10/10 in its innovation. The first of its kind for us. Everything was impressive to the point that at times it got in the way of the game play. Award-winning for sure.
The staff was welcoming and our GM was very encouraging throughout the game. She tried to convince us that we'd played well and had fun but we were still trying to figure out what had just happened over the last hour when we escaped. She might have done a little clock manipulation to assist us but we can neither confirm nor deny. She was crucial to keeping us moving along during this experience.
Particularly interesting or different
Yes
The set design is outstanding, and different from anything we've seen.
Overall, the plot is good, but we had a tough time following what we were supposed to be doing next. We think we understood what we accomplished, but much of the set overshadowed the gameplay.
This was easily one of the harder (bordering on Expert?) Memphis Escape Rooms we've done. It was difficult to know, at times, what we were even supposed to do. There was a specific puzzle, mid-way through, that we developed a method to solve and just went with it. We think we got it right since we progressed but our GM couldn't explain the methodology. There was another puzzle that required a good amount of time to gather data for based on the way the room is laid out. We figured it out eventually when we had nothing else to work with, but the rules of the plot and flow were difficult to completely understand. There aren't too many puzzles in the room but they each take a good amount of time.
VERY high tech. There were a couple of times where our interaction with the tech didn't go as expected although we thought we had the right solution. We (think we) followed directions but didn't get the expected result. There might have been a little wear and tear (although I think the room is relatively new) that required a bit of finesse to actuate, especially on a puzzle toward the end. The tech is very impressive and well designed. Mind blown!
The space is a little tight and we played with our normal three, but we easily could have used some more brain power on some of the puzzles. It is mostly linear so we wouldn't have wanted too many more, but we could have used a little more assistance.
This one has a disclaimer (I think) and we normally try to avoid rooms with any kind of scary caveat. In the end, our imaginations were worse than our experience but there were a few things that startled us during game play.
Definitely an older crowd required both for the experience and the difficulty of the puzzles.
Physically active
Somewhat
A lot of moving around.
Accessibility
It seems like it would be fully accessible.
Dedicated parking in an empty parking lot on a Saturday.