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Written by Rob Schultz (human).

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Escape Room Reviews: The Lab

One Saturday night with nothing much going on, with our usual room escape partners on vacation, we looked online, saw there was an escape room that nobody had booked any tickets for starting in an hour, and raced across town to a terrific adventure as a duo!

Company: Exit Game
Room: The Lab
Date Played: 8/20/16
Player Count: 2

Success:  Failure, but only barely. No hints.

Premise: I can't really say. I know it was vaguely Area 51 themed, but I'm not 100% sure who we were supposed to be or what exactly we were officially trying to do. Get in the room and then escape from it, I guess!

Immersion: Just enough to be fun. This was by far the biggest space we've been in, and the game took full advantage of it. Probably none of the objects in the room would really make sense in a military installation, but this game is immersive in the way a game of Laser Tag is immersive. Speaking of which, our flashlights were mounted on rubber handguns. We took two each!

Highlights: The space. It's really satisfying to get to move around as the game progresses instead of rotating to face the next wall of a small room. The watchword for the whole experience was "satisfying." There's a really well-designed part that punishes players if they choose to act like jerks or rewards them if they don't.  Since I considered the jerk behavior and then decided against it, this made me very happy.

The hint system was a button at the beginning of the game. Since this was a kind of spread-out area, the one time we were ready to press the button, it required us to backtrack through the space and we stumbled over the clue we were missing. No more need for a hint!

In my last review, The Will took top prize for best game intro.  A week later, this one is taking the prize for best explanation of the rules.  We were shown a video with some decent production value, decent jokes, and a good explanation of what's what.  

Lowlights: We got to the final puzzle but didn't actually escape. Either we missed the clue for the finale, or it's significantly more abstract than every single thing that came before it. When someone came to get us at the end, it seemed that either they weren't our GM, or if they were, they weren't really watching us.  

And Finally:   Of the escape room companies we've visited, Exit Game seemed the most like a real business. Our host, Remy, was far and away the most professional host we've encountered so far. There's a large lobby for some reason, even though there doesn't seem to be anything to do there, and there's a photo station that automatically emails you your photo after you take it. My earlier comparison to a Laser Tag... game? arena? parlor? Place you play laser tag, is probably apt here. It doesn't feel like a startup or someone's hobby.

This room says it can take 10 or 12 players at once. That seems like a crazy amount. We breezed through most of it with only 2 of us.  With 3 or 4, I'm sure we would have had enough extra eyes and hands to escape. With 12... by the time everyone travels from one area to another, whoever's in the lead would already be done and on to the next space. We didn't get out, but it felt like we saw everything, and my overall feelings toward this one are very positive. Since we're sort of new to escape rooms, it's great every time we enter one that's unlike anything we've seen before.

I recently discovered bestlaescaperooms.com, and I'm delighted to see this is their least favorite room at this location, because it was great fun. I'm looking forward to bringing more people and checking out The AI and the Sorcery School. Out of 6 rooms played, I'm ranking this one #2. 

How to book this room yourself: Visit http://www.theexitgame.com/m2-ch6g

Escape Rooms Ranked

Okay, the idea of ranking the escape rooms we visit is going to become unmanageable very quickly, but this is the post that will be continually updated with the scoreboard.

This scoreboard is the list of escape rooms I've played, from most favorite to least. As it grows, it gets reshuffled based on the wind.

This is a completely subjective list that shows what game I would most like to play as of the last time I revised it . It's what I would want, if I were searching the internet for reviews.   

Click on the names to read the reviews and find out what I liked, didn't like, or learned about myself at each game. 

  1. Evil Genius: Occam's Apartment
  2. Escape Chronicles: Smuggler's Tunnels
  3. Evil Genius: Norcross Art Gallery
  4. Room Escape Live: The Bunker
  5. Escape Chronicles: Testing Facility
  6. Quicksand Escape (San Diego): The Diner
  7. Red Lantern Escape Rooms: Midnight on the Bayou
  8. 60 Out: Grandma's Master Plan
  9. Escape the Laboratory
  10. 60 Out: The Wizard's Workshop
  11. Exit Game: The Lab
  12. 60 Out: The Zen Room
  13. Quest Rooms: Da Vinci's Challenge
  14. 60 Out: The Hangover
  15. Escapedom: The Lair
  16. Mortuary Mystery
  17. 60 Out: Dracula
  18. Maze Rooms: The Castle
  19. 60 Out: Ghost Ship
  20. Escape Era San Diego: Déja Vu
  21. Maze Rooms: One-Way Ticket
  22. MagIQ: The Pirates Cove
  23. Escapology (Las Vegas): The Budapest Express
  24. 60 Out: Titanic
  25. Xterious Escape (Las Vegas): Bugsy's Nightmare
  26. Enigma Escape: The Crime Scene
  27. Exit Game: The AI
  28. Escape Hunt Experience Cleveland: Murder in the Old Manor House
  29. Trapped Cleveland: Labyrinth
  30. Escape Room Cleveland: Black & White
  31. 60 Out: Senator Payne
  32. Amazing Escape: Mystery of the Red Dragon
  33. Enigma Escape: The Will
  34. 60 Out: Alice in Wonderland
  35. Great Redemption: Great Redemption
  36. Hidden Passage: The Pharaoh's Curse
  37. Maze Rooms: Prison
  38. Amazing Escape: Escape From Corporation X
  39. Perplexity Games (Cleveland): The Clockwork Caper
  40. Maze Rooms: Lunar Escape
  41. Cryptic Escape: Stuck in Time
  42. Exit Game: The Villain's Lair
  43. Escape Hotel: Witchcraft
  44. SCRAP: Escape From the Magic Show

Unless otherwise noted, all of the games on this list are located in the broadly-defined Los Angeles area.


Home Games:

This section is for boxed games you can play at home, and maybe eventually VR or video games that are like room escapes.

  1. Escape Room in a Box
  2. The Librarian's Almanaq
  3. The Mystery of Stargazer's Manor

A

 

 

 

 

 

 

B

 

 

 

 

 

 

C

 

 

 

 

D

 

 

F

 

 

 

Escape Room Reviews: The Will

Company: Enigma Escape Rooms
Room: The Will
Date Played: 8/6/16
Player Count: 4, which was plenty.

Success:  Success! Some hints.

Premise: Your dear uncle has shuffled off this mortal coil. You must find his will in his study before you’re shuffled off as well, by his lethal traps!

Immersion: As an office, it looked a lot like an office.  New best introduction by a host: She went over the rules, and then remembered that she had a letter addressed to us which set the scene.

Highlights: Instead of being all locks, this room had a lot of ‘magic objects,’ or devices that know when they’ve been used correctly and advance the game. One puzzle would have left me feeling and looking silly except that it turned out I was doing the right thing, which was fairly satisfying.

Lowlights: We were warned so thoroughly at the beginning about what was and wasn’t okay to touch that we missed out on something important at the beginning until the GM intervened on the radio. I think I’m starting to come down on the use of walkie-talkies - it seems like in the rooms where we have them, the GMs are too eager to use them.  I couldn’t tell if one of the puzzles was actually tech driven or if it was just activated by the GM watching and talking to us. 

And Finally: As we progress, my regular group of four is finding that we have certain roles we fall into.  One guy focuses on the dexterity puzzles (something this room didn’t feature heavily), one of us is the communications officer, handling real radios and fake phones alike. My specialty might be stepping back to see a bigger picture and then saying ‘Oh, I see it.’ and doing the unlikely or silly seeming thing. In this room, that paid off in a big way, but earlier on it also led us astray and wasted a lot of time while I ignored a big obvious thing. 

Also, I think I noticed that this room has been revised, with a certain puzzle toned down, even though the clues to the original version (I suspect) are still ‘in play,’ even though they serve no actual purpose.   

Unlike some of our previous rooms, I think any two of us would have been sufficient to solve The Will.  There is another room that continues the story, in which you solve your uncle's murder. I'm looking forward to playing it one day. Out of the 5 rooms we've played, I'm ranking this one #3. 

How to book this room yourself: Visit http://www.enigmaescaperooms.com/room/info/3

The Most Overused Superhero Movie Plot

The story of how a superhero gained their super powers might be the most commonly told story in the superhero movie genre, but the most boring story, almost as frequently told, is to do with how a superhero has lost their superpowers.  You know, to prove it's not the powers that make them so super?

  • Superman loses his powers in Superman II.
  • Spider-Man loses his powers in Spider-Man 2.
  • Thor loses his powers in Thor 1.
  • Iron Man loses all the suits in Iron Man Three.
  • Mystique, Rogue, Magneto, really just a bunch of people 'cure' their powers in X-Men 3.
  • Wolverine loses his healing powers in The Wolverine, just enough.
  • Professor X loses his powers in Days of Future Past. (and all the other movies?)
  • Batman is depowered (so to speak) in The Dark Knight Rises.
    • Twice!
    • And then he quits again!
      • I think he quits in Batman Forever too.
  • How about that movie where Nick Cage is an angel?
  • Or that movie where Nick Cage is Ghost Rider 2?
  • Or Hancock in Hancock?
  • Or Men in Black 2?
  • Or Austin Powers 2?
  • Meteor Man?
  • The Power Rangers movie?
  • The new TMNT?

This is the dumbest superhero movie plot. It's like if all those horror movies where someone takes ten seconds to go "damn! no cell reception!" so that they can get on with the movie made the next 75 minutes about the characters' journey to discover it was never the phone that made 911 calls, cellular communication was a gift that those characters had, deep inside their hearts all along.