I will have to say this, don't be be fooled by the exterior of this place. The room was surprisingly good. It's funny because, sometimes the more sketch the place looks, the better the room it is LOL. Hole in the wall escape rooms right?
Anyways Room 2217 definitely has a creep factor. There's no jump scares, but as time goes on, it does start to feel a little eerie inside. It most definitely didn't help that it was just the two of us doing the room at 10pm. If you're the type of person who likes scary movies and stuff, then try out Cubic at night. If you're a little weak of heart like I am, then doing the day time will be slightly better.
There's no traditional lock and keys in the room. There's a lot of technology and triggers with the rooms. Which is nice, it helps make the room more immersive. Room 2217 is very story driven, and with that it means the puzzles are really linear. You can't progress to the next puzzle until you complete the puzzle you're on. Unlike other escape rooms where larger parties are able to spread out to search and solve puzzles. The usual divide and conquer strategy for escape rooms don't apply here.
That being said, I suggest a good party size would be 2-3 players. 6 would be too much, because you'll have everyone doing the same puzzle at the same time. It might limit involvement from your party members. That's just my thought.
Our game master, Bailey was good. He really paid attention to our game and nudged us at just the right points. There are definitely points through the game were some instructions were no clear or confusing. You just gotta ask clues, no shame in it.