Coral Kingdom's first space, a non-descript room with coral paintings and a staffed gift shop, does not put the best foot forward. It's dim, the decor and set do not create a clear sense of place, and the puzzles involve opening a series of unthematic locked boxes. The character in the room didn't have a clear personality or point of view, and seemed there mainly to facilitate the exchange of objects (seemed like a missed opportunity). Things improve once you move on, with the final space being the highlight, but those first few minutes really hurt the overall impression of the room. Too many of the puzzles were arbitrary numeric lock combos with poor thematic linkage. We did 15 rooms in Charlotte-Charleston areas this week, and this was the second-weakest room. I can't give this a thumbs-down, however, because overall it wasn't a BAD room, and it steadily improved as time went on. But it was nowhere near as good as Wrecked at the same location, and if we'd skipped it, I wouldn't have missed it. If could rate it as "meh", I would.
Lots of combination locks. A few more interesting puzzles near the end. Gameplay got more interesting the deeper we got into the experience.
Particularly interesting or different
No
The storyline only made sense in a saturday morning cartoon kind of way.
Physically active
Somewhat
At one point you had to climb.
Accessibility
At one point you had to climb.