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  • Review: Atlantis (360° Virtual Experience) | Escape Room LA

    Game Website | Company Website | Based In: Los Angeles, CA, USA OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game » Point & Click Escape Room 🕹️ Stay At Home Games » Host Led Experience 💪 Difficulty: 8/10. ⏲️ Time duration: 60 minutes limit. 🔢 Capacity: 3-8 players. Private booking. 💬 Hints: The game master monitoring may give hints when requested. (Otherwise, they are a silent overseer.) 📝 Experience requires Zoom, internet browser (Chrome NOT recommended), or more. Check for details. 📝 Careful--note potential time difference between your location and the host's when booking. 🛒 If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): Not rated (team of 2), because I already know the solutions from a previous visit. However, I rated the live version around 7/10 with a team of 3 highly experienced escape room fanatics. (It's hard.) 🔢 Ideal team size: At least 4, up to 6 if you're feeling shaky. LOTS to do; make sure to split up and communicate. RECOMMENDED Atlantis (360° Virtual Experience) | Escape Room LA OFFICIAL PREMISE A mysterious invitation from an eccentric professor leads you on the journey of a lifetime! Discover the fantastical lost underwater world of Atlantis as you search throughout the mysterious ruins in your quest to uncover the mythical Poseidon crystal and escape before your air supply runs out. Atlantis (360° Virtual Experience) | Escape Room LA OVERALL IMPRESSIONS Escape Room LA boasts boldly that their new 360° virtual experiences are "as close as you can get to being in a real escape room!" And today, having completed their "Atlantis" escape game online, (so comfortably at home, I may add,) I can attest to their confident declaration. I have actually played their "Atlantis" room in person just roughly a year ago, and fond memories of this escape game are still relatively fresh on my brain. And sure enough, even after a virtual replay, much of my sentiments I felt then still hold true today. Hence, for production value aspect and other game play related thoughts, visit my first-run review blog entry. Due to my ability to solve every puzzle without much thinking, (you know, because I have already seen them before!), the review will focus on comparing and contrasting the live on-site version and its web-run counterpart--in essence, "Atlantis" 360° virtual experience is a very faithful and accurate porting of the original. The entire game is run on the Telescape interface technology. Whereas Telescape functions more as a complementary inventory for other remote games I've played in the past, this time, the entire world of "Atlantis" is self-contained in it. You have a 360° panoramic view, from ceiling to ground, all side inclusive, and you can interact with all the props you see. It's not inaccurate to say it feels as if you're actually there--and that's the exact intent! In case you're wondering, even though your appointment is technically hosted through Zoom, there will be no avatar acting as your eyes and hands. (The game master may provide hints and time updates in the Zoom meeting from time to time, but that's it.) This is entirely an intimate and non-intrusive game for just you and your mates--you shall do all your exploring, looking, and what-have-you. The labor is all yours, guys! Atlantis (360° Virtual Experience) | Escape Room LA To make your experience even more immersive than it already is, every time you enter a new area, a brief video clip plays. This video file, enhanced with great soundtrack, shows you a quick, first-person perspective scan of the immediate surrounding as if you've just stepped through the entrance for the first time. Great visuals, along with awe-inspiring musical score, imitates very nicely of feeling of grandeur of seeing an escape room set for the first time. From then you would proceed to fiddle with everything you see with your panoramic view. As mentioned, props can be manipulated, items can be collected (which will show on a side "inventory" area), pretty much anything you would do in the actual escape room on-site, you can do so similarly online. It's uncanny how closely this virtual play manages to emulate my real-life experience. And because everyone on the team will have access to the same panoramic map at the same time independently, much like in a live game, you can split up! That is, part of your team can work on a rainbow conch shell puzzle in room 1, while the another part can work on underwater telescope puzzle in room 2. You do NOT have to stick together. This underscores two things: 1) Puzzles are non-linear and can be solved concurrently to save time, or otherwise, accommodate a bigger group without crowding one, same puzzle with too many cooks. 2) Meanwhile, just like in real life, you have to verbally update each other when puzzles are solved. A lot can happen simultaneously on Telescape, so you may end up missing something another teammate has already finished if you don't effectively communicate. Overall, I feel this aligns with the spirits of doing an actual escape room in-person, and despite still having some of the same pros and cons, there's no denial that it feels very real. And I think that's the big takeaway here: pandemic doesn't have to get in the way of your hobby. There is a very viable alternative available at a fraction of the normal pricing. Atlantis (360° Virtual Experience) | Escape Room LA As far as puzzles go, I would say it's up to 90 to 95% identical to the in-person rendition, and the same ideas come across nearly fully. Yes, they've made some minor modifications to better operate "Atlantis" for the online conversion, but it's mostly for beneficial simplifications and therefore a smoother customer experience. (Because let's be real--this is a hard room. Some puzzles are just way convoluted even for in-person; a strict online equivalent may turn frustrating.) In fact, there is a small portion of things that did not translate as well to the web-run game. It isn't anyone's fault per se; it's just that certain set pieces make more sense when seen and handled real life. For instance, the "wine cage" was already eccentric enough on-site, and it looks even stranger for online players who won't get to see it in real life. One last tip: Avoid playing the virtual experience, which is multimedia-intensive, in Chrome. Somewhat counter-intuitively, the most-used internet browser today will lag like no tomorrow, especially when you use a centuries-old desktop like I do! Escape Room LA recommends Firefox, Safari, or even Internet Explorer instead. (Yeah, I know, IE! Go figure!) There's no replacement for real, live escape rooms; I think enthusiasts and owners alike can agree upon this. However, if you want to try out one of Los Angeles's gems without being in the city, or you just want to enjoy a great game option safely from home, "Atlantis" the new 360° virtual experience is a golden opportunity worth diving right in. Atlantis (360° Virtual Experience) | Escape Room LA READY FOR FUN? "Atlantis" is available for booking HERE. If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. ERLAAtlantis360.

  • Review: Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room

    Game Website | Company Website | Based In: Gravesend, Kent, UK OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game 💪 Difficulty: Medium difficulty (for age 10+). ⏲️ Time duration: Approximately 1 to 2 hours. 🔢 Capacity: 1-6 players (for same or different locations). 💬 Hints: Hints & solution available below each puzzle. Click to reveal as needed. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): 5 to 6/10 (team of 1). Should challenge a broad spectrum of audience. 🔢 Ideal team size: 1 to 2, though I prefer my alone time of 1--a very relaxing and enjoyable solo medieval adventure. RECOMMENDED Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room OFFICIAL PREMISE Once upon a time, in a far off land, was the Clue Kingdom. A truly wondrous land home to many incredible secrets and tales long forgotten. For years, the Kingdom stood tall and proud, all its subjects were treated fair, and the threat of war was only heard of in stories. However, evil lurked deep within. Avibarin, a wizard with incredible power rose from the underworld and took control of the land in one fell swoop. He retreated to The Spire, the very tallest point of Clue Kingdom and fortified his castle, ruling the land with a terrible iron fist. Soon, monsters and beasts roamed the once peaceful landscapes and its people lived in fear, waiting for a hero to emerge and save them... Now it’s finally time to take control back and seal the evil away for good! Follow the glorious quest of Sir Cadogan as he explores the Enchanted Forest to find the Faery Village and finally the hidden temple where the stoic Earth Element awaits. It's time to start your adventure! (The Enchanted Forest is the first exciting part of a 6 part epic online escape room. Follow the journey of our heroes as they make their way to The Spire to defeat the evil wizard who controls the Clue Kingdom.) Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room OVERALL IMPRESSIONS Ahhhh, "Clue Kingdom". If "Chapter 1: The Enchanted Forest" is a representative indication, then this is probably one of the most ambitious online escape game series that The Panic Room has set its mind on thus far. Spanning across a total of six chapters, "Clue Kingdom" tells the story of a land fallen victim under the power of evil. To reverse the curse, a total of five elemental powers must be collected, and the unified magic will be enough to restore balance to the nation. First hero on the call list: Sir Cadogan, who shall collect the Earth Element, but not before traversing the titular woodland among its many hidden secrets, perils, and you know it, puzzles. Though the overall plot isn't unheard of prior, the classic quest for a magical item across a treacherous land always seems to be appealing enough. There's just something about this premise--perhaps it's the notion of becoming a noble hero for your country--that always riles up excitement. In addition, the clear, divided objectives, namely the gathering of 5 separate elements, and their assembly into one whole to defeat the enemy, outline the basic directions of all 6 installments in the series--and I love it! It feels very video game level-ish, and I am already looking forward to completing all 6 episodes. Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room After a cinema trailer-like introductory video, which, by the way, looked visually stunning, the narrative would develop usually through a mixture of text reading and audio files. The required reading honestly wasn't so bad. Passages were short and concise, and they came across more like fairytale storybook reads, more than appropriate especially considering the theme. (They often also doubled as instructions and clues for puzzles, so there's definitely utility for their existence.) There were also a couple of brief breaks in which a narrator would either recount Sir Cadogan's latest encounters and actions, or the narration would be seamlessly incorporated as part of the puzzle at hand. This further concentrates the drama aspect of the experience, and it really sets the "Clue Kingdom" series apart. Overall, superb choices that paid off. The other impressive feature that would jump out at the players early on are the very noticeably beautiful graphics and the generally praise-worthy production value. Colors are especially vibrant--they're truly hard to miss. Whenever possible, there is heavy usage of picture, animation, and grandeur-inspiring soundtrack to really reel the participants into the story universe. Now, that is not to say the other Panic Room options are lacking in these departments, but I am declaring that so far, "Clue Kingdom" is doing it especially well. Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room Puzzles in this game are fairly challenging. Since this product is written for age 10+, I candidly didn't expect myself to struggle--all the whilst appreciating the sweet victory when I finally have a mental breakthrough--as much as I actually did. The game starts off simple enough with a gen-1, padlock style classic brainteaser, then gradually ramps up in difficulty. In fact, there is one particular puzzle that's so convoluted, I'm still not 100% sure that I agree with it! Many challenges often require multiple steps, so note-taking on paper is highly recommended. Types of brainteasers vary from one to the next, including but not limited to: logic deduction, pattern recognition, and order sorting. Comprehensively, there is a substantial amount to savor before reaching the grand finale. Quite the bang for your buck. There is also a good deal of cipher translation, ie, going from symbols to letters or numbers. If you're a fan of cryptic translation, you'll get plenty of practice here. This is often the last step to all the puzzles, sometimes a seemingly extraneous step even, and it's all because... ...The solution input system has been completely revamped for this series. While the customers will still advance forward with a password, they no longer have to manually type it in. Instead, a padlock icon symbol appears, followed by either letters or numbers that would rotate through all available options, (thus the deciphering step mentioned above). It's essentially a digital combo lock, which sadly, makes zero sense given the story's time period. It looks quite out of place. This is most likely a reactionary response from the company, because I imagine there had been complaints about unreliable solution acceptance through a plain text field in the past. Now, I am not on that particular wagon, and I'm fine with typing in my answers, but I do admit, case sensitivity was an issue prior, and with this new system, such issue is eliminated! But even then, the trade-off is a tad less than ideal. Because not only does this fit poorly with "Clue Kingdom", inputting 9 total letters through rotation proves to be so, so exhaustingly inconvenient. Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room Nevertheless, with this minor weakness cast aside, I find "The Enchanted Forest" to be an overwhelmingly remarkable online game experience, and it introduces the "Clue Kingdom" saga with a powerful punch. If this momentum is kept alive through its subsequent installments, which I suspect it would, this would shape up to be quite an epic... epic*. (*As in an epic poetry. I hope my jokes and puns are not too lame for my readers!) Clue Kingdom, Chapter 1: The Enchanted Forest | The Panic Room READY FOR FUN? "Clue Kingdom, Chapter 1: The Enchanted Forest" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TPREnchanted.

  • Review: Sherlock Holmes | The Panic Room

    Game Website | Company Website | Based In: Gravesend, Kent, UK OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game 💪 Difficulty: Medium to high difficulty (for age 10+). ⏲️ Time duration: 1 to 2 hours. 🔢 Capacity: 1-6 players. 💬 Hints: Hints & solution available below each puzzle. Click to reveal as needed. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😍 💪 Difficulty (as perceived by Mattster): 6 to 7/10 (team of 1). Some puzzles are real tough ones! 🔢 Ideal team size: 1 to 2 players. Rarely do I recommend more than 1 for these online games, but this title actually provides the adequate challenge needed to perplex even expert puzzlers, so an intimate team effort may be advantageous. MUST DO! Sherlock Holmes | The Panic Room OFFICIAL PREMISE The year is 1912, the location: London town. You and your group think yourself to be a top-notch group of detectives and are itching to take on your first big case. What better start than a case that Sherlock himself has been trying to solve? You’ll need your wits about you, a keen eye for detail and don’t forget to take notes! During your investigation, you will come across quite a few individuals who will hopefully help connect the dots and lead you on the right path. Perhaps you will even be able to catch up with Sherlock and solve the case yourself? Sherlock Holmes | The Panic Room OVERALL IMPRESSIONS Sherlock Holmes is such a well-loved subject for popular media that it's inevitable to see him pop up in the escape room and puzzle game industry every so often. Sometimes, the company does his revered detective name justice, and sometimes, not so much. Luckily, it is with pleasure and respect that I report that not only does The Panic Room fall soundly in the former category, "Sherlock Holmes" the online escape experience is one of the best renditions of its class. It just gets it. A great story, portrayed through excellent voice acting, complete with a decent format of game play--it's full and well-rounded package. The story begins by explaining that the famous Sherlock has ironically disappeared while investigating an ongoing missing person case. So, in other words, problem further compounded, and nothing's resolved. You naturally jump in and take over, though you must retrace his footsteps all the way from the very beginning. With literally nothing but a bulletin board and its content to start, it was a strange and startling way to start an online escape game. I am much accustomed to at least being given a clear puzzle at the first step, so the entire notion of "just let the players feel it out" was unsettling in the most refreshing way. I like being challenged right off the bat! Sherlock Holmes | The Panic Room To be fair, the game did explicitly inform me that I was looking for a line of address as my solution. Brief moments of hesitations and then finally a few mouse clicks later, I understood what I was supposed to do. Not so much as a puzzle but actual intel-gathering from the bulletin board--this set the tone for my mission nicely. This actually felt like detective work, as opposed to an conspicuous puzzle game. With my destination obtained, I headed out to the streets of London. This remainder of the game would continue to follow this basic format. You will be given evidence of sorts, puzzles hidden within. Solving each puzzle would yield another address (in most cases), resulting in an almost cat-and-mouse chase. This is a highly effective setup, with each new location bringing me one step closer to cracking the case, while yet more intriguing details would surface and thickening the plot at the same time. In other words, a mystery well written. However, after a few steps, one obvious obstacle struck me as unnecessarily challenging: There didn't seem to be clear directions on how to correctly input your addresses. It wasn't due to a complete lack of attempt, but it just wasn't clear enough. The solution field looks for an exact match of a phrase, and it's rather unforgiving. So let's clarify: The solution will always be in ALL CAPS with no space, unless otherwise specified The street will always follow the format: number, then street name, then street "type" The number will always be numerical, NOT letters, and NOT in ordinal form The street "type" will always be fully spelled out, not abbreviated For example: "123th Example St" should be entered as "123EXAMPLESTREET" Once this was sorted out, however, we're golden. I could once again focus on simply enjoying the stellar contents. Unlike other Panic Room installments, this entry relies heavily on audio files to propel the story forward, and competently and entertainingly so, too. With each arrival at a new locale, you would encounter a new character, either a suspect or an informant, who would then audibly share valuable information with you. Benefits come in twofold: 1) It minimizes forced, required reading, and 2) it imitates a witness interview, which again fits comfortably into the gumshoe framework. Graphics of the area and photograph of the character from each scene are also featured. While they play more of a supporting role and are not as substantially integral, they provide a pleasing visual and give the game a consistent look. Sherlock Holmes | The Panic Room Rounding out this outstanding Sherlock escape game are the puzzles. To be honest, I hardly expect most at-home games to stump me since I've just done so many during the pandemic. Even then, "Sherlock" managed to genuinely challenge me on quite a few occasions with riddles that I either haven't seen before at all, or uncommon ones that I don't encounter often enough to be an automatic no-brainer. I would even call a select few deliciously tricky outright! Days like these come farther and fewer in between for expert players, and for that, I am so grateful. Challenges are carefully curated and appropriately themed to the story world of a Victorian England detective, and varied widely in materials and formats. There are both straightforward puzzles like deciphering symbols according to charts, and more creative challenges such as examining the personals section of the local newspaper. Quality is consistent from beginning to end, and should not disappoint even the most hardcore detective genre fanatics. I truly wonder if Sherlock Holmes holds a special place in the game makers' hearts, because it is so extremely apparent that they've spent a great deal of time and effort to absolutely perfect this product. Without exaggeration, within the realm of virtual escape games of similar fashion, I regard this as one of the best. If you ever need just one solid recommendation from The Panic Room online store, this would reign near the top of my list for a long time to come. Sherlock Holmes | The Panic Room EXTRA TIPS ★ As discussed above, the first challenge is to standardize your address solution input. Once you got it down, it's good. ★ You're required to go back to previous resources at some steps to gather necessary info. (Finale task included!) READY FOR FUN? "Sherlock Holmes" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TPRSherlock.

  • Review: Mansion: Impossible | The Panic Room

    Game Website | Company Website | Based In: Gravesend, Kent, UK OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game 💪 Difficulty: Low to medium difficulty (for age 6+). ⏲️ Time duration: 1 to 2 hours. 🔢 Capacity: 1-6 players. 💬 Hints: Hints & solution available below each puzzle. Click to reveal as needed. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 🙂 💪 Difficulty (as perceived by Mattster): 2/10 (team of 1). Not difficulty for adults, but it does take some concentration. 🔢 Ideal team size: 1 for adult, but obviously more for a family event. A 1 adult to 1 child ratio recommended. Mansion: Impossible | The Panic Room OFFICIAL PREMISE Geoff the ghost has been stuck in this mansion for many many years, never being able to solve the mystery of what is keeping him inside. You have entered the mansion yourself and find that you too are now stuck and need to solve the puzzles and escape the mansion before midnight! Explore the rooms within the mansion, piecing together the pieces of the mystery in this fantastic & fun, family adventure! Mansion: Impossible | The Panic Room OVERALL IMPRESSIONS "Mansion: Impossible" is mildly spooky, children-friendly online escape room that tasks the players to help Geoff escape his eternal penitentiary. Back in 1920, Geoff was tricked into being locked up in his uncle's gigantic estate, and little did he know this would become his forever resting place--he entered through the entrance, but never found an exit to leave. You're about to enter the very same building one whole century later; one wrong move and you may just suffer the same fate as poor Geoff. To avoid similar misfortune, solve various puzzles around the house, receive helpful clues, (tour the now haunted mansion while you're at it,) and hopefully you'll find an escape that would set you free from an everlasting nightmare. "Mansion" is a reasonably standard online puzzle experience. The web interface hosting the game is straightforward and easy to pick up. There's a puzzle on the page. You examine it briefly, crank the gears inside your noggin, enter the solution in the password field, and move on to the next step. Clues and solutions are readily available should you need any. Mansion: Impossible | The Panic Room Overall, nothing truly jumped out at me, (not even a "boo!" from any wandering ghoul), and perhaps that's my main gripe with this entry. The puzzles are varied enough to merit a positive game play, but they are mostly common setups I've seen before. A few did trip me up surprisingly due to my own carelessness, but overall, it's more of a rehash than a true adventure. Graphics of the various rooms and locations are extremely pleasant looking, though they only look about as exciting as an ordinary house would. If only had the artist pushed beyond the limit more, perhaps either a bit more dreadful and scarier, it would've elevated this online game to another level. There are moments of enjoyable cleverness. For instance, several of the solutions spelled out valued virtues, and the reason did not become immediately apparent until the very end--and it felt satisfying finally finding out why. The not one, but two ending meta puzzles also put a smile on my face, since I felt like the gradual build-up resulted in something doubly special. With all that said, I suspect "Mansion" is designed mainly for the whole family, especially those with younger audience, so in this regard, it makes sense why many aspects are more tamed than I'd like. However, if this was true, then Geoff the adorable ghost mascot is severely underused. His ghastly presence would've helped unfold the story in an ironically livelier manner, which is much more suitable for the little ones. So to sum up, I think we just need more Geoff! (And there's no famous "Don't panic!" tagline... What gives?) Mansion: Impossible | The Panic Room EXTRA TIPS ★ As a general rule, *read and follow* the solution input rule. If it says the answer is in ALL CAPS, make sure to comply. ★ There is one particular room that was the trickiest in that, well, there is no puzzle to solve to escape! Just look hard. READY FOR FUN? "Mansion: Impossible" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TPRMansion.

  • Review: The Mysterious Case | 60Out Escape Rooms

    Game Website | Company Website | Based In: United States OFFICIAL SPEC 🕹️ Stay At Home Games » On Hand Items Required » Print & Play (PDF File Based) Puzzle Game 💪 Difficulty: Medium (for age 5-12). ⏲️ Time duration: Not specified. 🔢 Capacity: Not specified. 💬 Hints: Parent (or caregiver) can choose to assist the child for as much, or as little, as desired! 🛒 If you DOWNLOAD due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): 1/10 (team of 1). But this is an adult rating a kids game here... 🔢 Ideal team size: Up to 2 children per copy, perhaps? Print out more paper copies if you're hosting for more kids! The Mysterious Case | 60Out Escape Rooms OFFICIAL PREMISE We need your help to solve a crime! This case is very important and we need a special agent, like you, to help us figure it out. Let's go to the crime scene to figure out who the thief is, and get the photo back before it's too late. Solve the first clue to know where to start searching. IN A NUTSHELL Best detective candidates, ideally age 5 to 12, needed for a case! (Parents or caregivers, you are also vital as their game master.) Someone stole a less-than-ideal photograph from a busy birthday party when no one was looking, and you have to search up and down the house (literally, as in YOUR actual house) to see who's the lying culprit. The Mysterious Case | 60Out Escape Rooms OVERALL IMPRESSIONS 60Out, an escape room business franchise based mainly in Los Angeles area, has been mostly out of operation for much of the pandemic. However, with much resilience, the company has put out a selection of online options for safer at-home fun. (Fancy a dinner party with a femme fatale, or do a little time-traveling science experiment?) But adults aren't the only ones that get to have all the fun, 60Out's got kids covered, too. A free downloadable print-and-play activity game has emerged a few months ago, and I gotta say, this is a very respectable, if not an outstanding product for all its intents and purposes. 60Out Kids' "The Mysterious Case" covers the unimaginably heinous crime of a picture stolen during Lary's (yes, Lary with only 1 R) joyous birthday party in the otherwise peaceful elves community. This is not just any photo; it's a photo of the mayor and Lary's grandfather--and the mayor looks positively horrible in it! It therefore must be recovered at all cost! This beautifully illustrated mystery is comprised of a good amount of puzzles to solved linearly, introducing a possible suspect at each step. Who's the thief? Will it be Tony, Gary, or Carl? (Or is it Karl? The game couldn't decide on how to spell his name.) This is fundamentally a murder-less whodunit, and who doesn't love a well-done whodunit? Instead of confining the activity to purely on paper, this rather exciting activity invites an older caregiver to become a game master for the day. They will have to set up by leaving various game pages at different parts of the house, virtually turning their home into a makeshift escape room. 60Out may not be open for now, but you can have 60Out in spirit right at home. Children on the case will then solve puzzles one by one, with each puzzle revealing a keyword that leads to the next spot of interest. This is all so Sherlock Holmes-esque, and even though I didn't actually get to play this as intended, in my mind, it seems already quite the impressive and hands-on experience. I remember loving treasure and Easter Egg hunting as a kid, so this puzzle-led scavenger hunt and/or investigation should be quite the hit! Below are some more key points you may wanna know... The Mysterious Case | 60Out Escape Rooms STORY ➤ For a case specifically designed for kids in mind, the designers did not skim on the details! As an adult, I was fully engaged and enjoyed reading about the development of the picture-stealing crime. The plot did leave out some crucial elements like the culprit's motive, but this is excellent storytelling nonetheless for a free print-and-play publication. PRODUCTION ➤ The graphics are very attractive and, in my opinion, on par with some of the industry's bests. Each elf is portrayed with vibrant colors and expressive facial features, giving each character distinct personalities, quite a bit more than one would expect from a free, paper-based media game. ➤ There are, however, some noticeable editing errors. For example, some characters' names are spelled differently on different pages. While I understand the significance of spelling Lary without only 4 letters to better fit him in the suspect list, the flip-flopping between Emma and Emmy seems inexplicable. Perhaps the production was rushed and therefore suffered a few minor setbacks--but none of which significant enough to cause true negative impact. IMMERSION ➤ I usually won't even consider immersion for most print-and-plays, since it's usually slim to non-existent, but this is a somewhat uncommon exception. Because the game is set up similar to a puzzle-guided scavenger hunt, the young player gets to discover new clues alongside the plot advancement; this essentially invites the participant to become part of the story, transforming their home into the stage for Lary's party. Reasonable immersion achieved and much appreciated. PUZZLES ➤ Though the makers tried their best to dress the puzzles in various ways, all but a couple of them boils down to alphabet-collecting based challenges. Even then, there is enough variety to keep young children fully occupied and aptly entertained, and they can always explore more complicated puzzles in an actual 60Out escape room when they're older. ➤ Perhaps, it was intentional that every solution ended up being a word to facilitate the "follow the trail of breadcrumbs" aspect of the investigation, with one location leading to the next. I particularly cherish the final showdown that assists young players to eliminate suspects via actual evidence and logic, versus just handing them the answer with another word-play riddle. "The Mysterious Case" lives up to its name, training lads and lasses into little adorable detectives! My official, original diploma | 60Out Escape Rooms EXTRA TIPS ★ Since the game takes place at a birthday party, a birthday (cup)cake celebration post-game would be immersive & EPIC! READY FOR FUN? "The Mysterious Case" is available for download HERE. If you DOWNLOAD due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. 60OMysterioius.

  • Review: The Bewitched Circus | Society Of Curiosities

    Game Website | Company Website | Based In: United States OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game 💪 Difficulty: Recommended for age 12+. ⏲️ Time duration: 30 to 90 minutes. 🔢 Capacity: 1 to 4 players. 💬 Hints: Hints system same as previous Society Of Curiosities games. Stepwise nudges, then gradually, the solution. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): 3/10 (team of 1). Minor struggles occasionally here and there. 🔢 Ideal team size: 1 to 2. Ideally, you and your partner should both have your own devices to load the game and its clues. RECOMMENDED The Bewitched Circus | Society Of Curiosities OFFICIAL PREMISE The Society has been tracking strange events around Lone Tree, a small town renowned for its witch history. Dispatch your team to Lone Tree and track down the source of these strange events. You will communicate with your team on the ground via text message to guide them, search the web for clues, and immerse yourself in a world of mystery - a light and whimsical adventure that will delight you and have you doubt what is real! IN A NUTSHELL An investigation about magical happenings (or rather, the recent disappearance of) leads you to the titular circus, where you would stealthily hop from one caravan to another to investigate just who, among the a handful of memorizing performers, is the ultimate culprit for clowning around... Come one, come all! It's a bewitching whodunit, y'all! The Bewitched Circus | Society Of Curiosities OVERALL IMPRESSIONS So, Society of Curiosities. I've been quite vocal about my love for this critically acclaimed brand of at-home entertainment, especially when it had barely arisen to existence (not to mention, popularity) just less than a year ago. Their previously two games, "Mysterious Map Heist" and "Madok's Lost Treasure" championed in innovative solution input modality and impressive immersion achieved by reality-augmenting, complementary online elements. Suffice to say, there's positive bias, or perhaps just faithful expectation, on my part for their latest product. Well, will it live up to the Society's honor? "The Bewitched Circus" is the Society's first adventure led by their Magical Mysteries Division. (I know! I know what you're thinking! This sub-branch just kinda sprang out of nowhere like magic... OHHHH.) "Circus" is noticeably a more lighthearted entry, with no shortage of fantastical and whimsical elements. While the previous games were no strangers to supernatural occurrences, dealing with various ancient curses and all, "Circus" is the first, in my opinion, to invite young investigators (age 12+) along for the ride with a story, a theme, and puzzles of appropriate difficulty for their age group. So, yes, my inner child is ready to head out for the small town of Lone Tree! Game play starts by an assignment from Grandmaster Pennywise...wig, Pennywig, partnering us with ground team member Oliver, who we can communicate with via mobile phone texting or a web-based chat system. This familiar messaging system continues to be an integral part of what makes Society of Curiosities such an immersive experience, though now that I am quite accustomed with it, it feels as though it's a bit less novel, and a bit more ordinary. However, there are plenty more other extraordinary things to discover on our journey with Oliver. The beginning starts out strong with a fun introduction and puzzle about Lone Tree, a small town where a modern coven of witches reside allegedly. Though this early section has not yet featured the very circus we're expected to encounter, it did contain everything I love about this brand: All the props and clues are purely web based, but even through a browser window, they still look so carefully curated to give the visuals of authentic everyday objects (a newspaper, for instance). Furthermore, a faux-website makes an appearance! These websites are often what I look forward to the most about these games because, first of all, they look great, as always. Second, if done right by the designers, there's always a bit of something special to do to advance. Well, they did not disappoint. Through a series of on-site directions, I made a special arrangement that eventually landed me to "The Bewitched Circus", where our team are tasked to recover something of importance, and to return it back to Lone Tree to restore the magical balance currently gone awry. The Bewitched Circus | Society Of Curiosities The bulk of the game soon departs from the previous witchy theme and dive head first into a safety net like a flying trapeze in a terrible mid-act accident because we're in the circus now, baby! The plot continues to be fairly linear, essentially prompting the player to go from one part of the circus ground to another, punctuated with a puzzle of easy to medium difficulty between each step. While most riddles will probably not take much time to decipher, I very much enjoy the sleuthing journey, which essentially becomes a mini VIP tour to all the performers of the show. One thing that's struck me as a bit off-putting is just how eager Oliver is in helping me succeed in my objectives. Yes, on paper, that does sound helpful, but every time I provide him with a wrong response, or even just simply walk away for a quick break, I would find him volunteering hints and nudges that I haven't requested. Part of what I cherish about solving puzzles is the temporary struggle prior to a pivotal realization, and Oliver, buddy, you're kinda stealing the thunder here. The final circus act will ask the audience to eliminate unlikely suspects, hone in on the villain, and retrieve a stolen artifact to complete the mission. Though simple in premise, it is done well and reminiscent of a whodunit in a detective novel, except with less blood-spilling, and more blood-red clown noses! Because it's clean in logic and easy to follow, this would indeed become one of my recommended online experience well suited for the whole family, teens included! So, to reply, does "The Bewitched Circus" live up to the Society's honor? I've inquired with the circus's resident fortune teller Madame Melba and she has enlightened me, "The crystal ball has spoken and it's telling me the answer is an astounding yes! Also, I accept tips via Paypal and Venmo now. Thank you, thank you." Below are some more key points you may wanna know... The Bewitched Circus | Society Of Curiosities STORY ➤ Unlike other installments from the Society, "The Bewitched Circus" has a much more straightforward narrative: Something's wrong with a town, you know exactly how to fix it, and you go do that. Character names and settings are kept much more intuitive, probably for the intended younger audience's sake, though old me also greatly benefits. ➤ Merging two popular game themes--witchcraft and circus--is an uncommon pairing, and I honestly don't know if the two parts truly coalesce together into one super coherent storyline, but it's certainly interesting enough to bewitch me. PRODUCTION ➤ One area that I can count on from these guys is production value. Photos of all the clue materials show incredible art. And as mentioned, I always enjoy the faux-websites that help move the exploration along. I do look forward to more interactive components in the future, if possible, since those certainly make for the most memorable moments. ➤ Clue items now accumulate on one single web-based media display interface, with the most recently collected resources appearing on top of previous objects. No longer do I have to have 12 tabs open at the same time (#truth), I greatly appreciate just scrolling up and down to access what I need all in one convenient location. A huge improvement. IMMERSION ➤ Between the mobile phone texting system, and the couple of faux-websites specifically built for this adventure, the Society of Curiosities feels as authentic as it has ever been. Of note, due to the obviously more bizarre and fantastical nature of witches and, to a degree, the circus as well, it'll only feel as real as you believe in these matters. ➤ I also believe it'd make more sense if each ground team member exhibits more peculiar personality traits and quirks to distinguish them from each other. Though I was working with Oliver, it sounded not all that different from Pip. PUZZLES ➤ The puzzles are simple, in-theme, and teens and novice friendly. The arrangement is linear, easy to follow, and allows for clear focus--again, very suitable for players with little to no puzzle-solving background. They feel a lot like escape room challenges; some may even be regarded as common tropes. They're a lot of fun, though not what I'd call the most creative. ➤ My favorite puzzle involves using my mobile phone for more than just texting Oliver. This occurs early on in the game, though I've mistakenly repeated this tactic later on. So to the random man that I've contacted, I am sorry for not saying a word, knowing I made a blunder, and quickly exiting the situation. It's probably for the best. For me. BEST FIT FOR... ★ Beginners and up. Puzzles are designed with younger audience in mind, therefore friendly to all. ★ Fans of the original Society Of Curiosities games, but wants less pseudo-historical flair and more fantastical whims. ★ A sweet game night! Puzzles are light and fun, perhaps even solvable while being slightly buzzed. (Legal drinkers only!) EXTRA TIPS ★ To be, or not to be, that is the question. Also the correct spelling. Anyone who does otherwise, is giving you a clue. READY FOR FUN? "The Bewitched Circus" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. SOCCircus.

  • Review: Extraordinary Investigations: The Morgan File | Rod Gillies

    Game Website | Product Listing | Based In: United Kingdom OFFICIAL SPEC 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Book 💪 Difficulty: Not specified. ⏲️ Time duration: Not specified. 🔢 Capacity: Not specified. 💬 Hints: 3 levels of hint pages, each more specific than the previous. Encrypted solutions also available upon request. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 🙂 💪 Difficulty (as perceived by Mattster): 5 to 7/10 (team of 1), but very dependent on several factors, including but not limited to: nature of the "puzzle", subject matters involved, and audience's prior knowledge and interests in the topic. 🔢 Ideal team size: 1. While it'd definitely benefit the challenge-solving aspect if there is more than 1 player, both the very nature of reading a novel (a graphic puzzle novel nonetheless) and the story setup seem to tailor for a solo experience. Extraordinary Investigations: The Morgan File | Rod Gillies OFFICIAL PREMISE Founded by Winston Churchill during his brief stint as Home Secretary, the Extraordinary Investigations Unit has a proud history of solving the mysteries nobody else can crack. From its very beginnings, the Unit broke with convention, taking on diverse and eccentric characters as investigators, regardless of their backgrounds. The modern XIU continues this tradition in its recruitment today. If you possess curiosity and determination, and enjoy cracking codes and tackling puzzles, perhaps you could join the team as one of our investigators? IN A NUTSHELL As the newcomer of the Extraordinary Investigations Unit, you're assigned an entry-level missing person case, which would inevitably evolve into something more conniving. Successful completion requires sorting through cryptic archived evidence, doing quite a bit of real-world web research, and learning about lesser known historical facts from WWII. Extraordinary Investigations: The Morgan File | Rod Gillies OVERALL IMPRESSIONS "Extraordinary Investigations: The Morgan File" invites the reader to take the lead on a seemingly innocuous and apparently forgotten missing person case. Having briefly gone through my Evidence File One (or Chapter One of this puzzle novel, if you will), I logged onto the web-based eQUIPS system (aka the online solution verification tool) to answer a series of 6 probing questions, beginning what I thought was a lighthearted journey to recover Louis Morgan. The first 4 questions were of medium difficulty, fair, and not out of expectation. Each question singled out a specific evidence piece, which was essentially a thinly veiled puzzle, and the solving fun began. Maze, translation, and optical tricks--a good variety of challenges without any overlapping tropes, a favorable start to the experience so far. All that changed ever so suddenly with the fifth question, requesting the true identify of "S-face" (modified to avoid spoiler). I was instantly at a loss. Surely, there was a mention of this title, and while I thought it could potentially become of importance in later developments, with only information present at hand, I knew absolutely NOTHING. Nada. I confusedly flipped through the pages once and twice more, and still, I was perplexed, frustrated even. Eventually, I referred to the hints. What threw me for an even wider loop was what I saw on the hint page: It explicitly told me to research the name of a specific Nazi member--WHAT?! HOLD IT! This is clearly an outside knowledge moment! Extraordinary Investigations: The Morgan File | Rod Gillies It was then I decided to take a break, albeit an early one, to contact the author, Rod Gillies, for clarifications. Through a series of pleasant exchanges, it was explained that "Morgan File" is not a purebred puzzle product. It is, instead, purposely written to require the audience to not only solve conventional puzzles, but to also integrate actual real-world online research and investigation, much like the title implies. "Outside knowledge", therefore, is intentional and fair game. With expectations readjusted, (and a newly received solution page from Rod to prevent getting horribly stuck once more,) I set out to give the investigation mission another go--and what a marked and fine difference it turned out to be. It was still a relatively uphill climb. Coming from an escape room enthusiast background, I'm accustomed to solving make-belief conundrums with every necessary piece of information ready at my disposal. "Morgan File", in some ways, is the polar opposite. The very central narrative blurs what's factual and fictional, often citing historically documented real-life events, people, places, and articles within a fabricated police case. In particular, many War World II reference contribute directly to the story development, and are arguably critical to a full plotline comprehension. Strangely enough, once I was committed sufficiently to the novel's intended game play, I found myself not only passively learning obscure WWII trivia, but actually increasingly more fascinated by the gradually more compelling tale of sinister conspiracy. Poor Morgan, wrapped up in a dangerous situation with some of the worst humans on the planet. Even so, hindering moments still popped up occasionally. Admittedly having a weak background and a remote interest at best with world history, it was still fairly strenuous to identify proper keywords to research for what's asked of me. Puzzles involving heavy usage of map and geography were gladly skipped over through the generous assistance of hints and solutions pages. Though I was cherry-picking what I wanted to solve, it made for a much more personal experience, and consequentially also a much smoother, more engaging, and more impactful rendition of the storytelling. With such customizations set, I was enjoying myself. A far cry from my first attempt, I can tell you that much! In the end, "Extraordinary Investigations: The Morgan File" really turned out to be something else. To me, it is a departure from my usual turf of escape games, an unusual sampling out of my comfort zone, and perhaps most importantly, a learning experience that has broadened my puzzle-solving career horizon. To author, Rod, it's a passion project years in the making, and I admire every ounce of dedication and hard work coming into fruition. And to his main target demographics whose interests are attuned to his visions, you're in for quite a treat. Below are some more key points you may wanna know... Extraordinary Investigations: The Morgan File | Rod Gillies STORY ➤ Very obviously not just a missing person case, this investigation quest is actually unexpectedly captivating, especially towards the latter parts. I enjoy the twists and turns, though initially have had a hard time following the entire plot since the story is told through pictorials, minimal written texts, and your own research efforts. Minor details may seem to spring out of nowhere in subsequent chapters if your online investigation does not yield what you should've gathered. ➤ Yes, topics like World World II, Axis Powers, and Nazi do come up. I, however, have not found anything particularly upsetting or offensive despite the possibly sensitive nature of these matters. If anything, evil gets what it deserves. PRODUCTION ➤ Artworks in the Evidence Files are presented in a scrapbook format. Fonts are nice and big for easy reading. The graphics, while somewhat "boring" as evidence tend to be in real life, are actually quite visually pleasing. ➤ Few moments during your investigation will land you on custom-made, reality-augmenting faux-websites, which seem to be more and more popular and commonplace for at-home games recently. Though I recognize these sites are only supplemental in nature, they can benefit from a tad more dressing up, which can elevate both immersion and aesthetics. ➤ eQUIPs system (solution verification tool) looks like a DOS-based program, which seems inexplicably outdated for the story's setting, albeit amusing. What I most desire for improvement, however, are the way the questions are asked. Some are overly enigmatic without good reason, perhaps even missed opportunities to tie the story together more decisively. IMMERSION ➤ An attempt at immersion is, without a doubt, present, but the approach may elicit a spectrum of reactions. By blending actual World War II elements into the core of the story and the game, facts and fictions overlap, and it's almost impossible to say this isn't immersive. Meanwhile, this does effectively assume the player to have a cursory understanding of certain historical events, and a lack thereof may potentially just as effectively hamper the narrative's full effect. PUZZLES ➤ This game is divided into 5 main chapters. In the first 3, there are some heavy liftings to do in terms of actual research, and comparably less conventional puzzles to solve. (This is completely by design.) You may be asked for something as specific as where on Earth a particular, semi-infamous house is located at. Minor setbacks could be expected. ➤ In latter chapters, as the plot inches towards more fiction, there is a clear return to favor "classic" puzzles. ➤ Otherwise, the collection of riddles and brainteasers make use of many common tools in a puzzler's arsenal: de-ciphering, quite a few common code-breaking, translations, some much-dreaded map reading (blah!), and even a bit of algebra and geometry for good balance. Overall, they are not the most groundbreaking, but entertaining nonetheless. BEST FIT FOR... ★ People comfortable and proficient at both solving standard puzzles and researching specific matters off Google. ★ Avid readers of crime and mystery fictions; those who savor doing semi-authentic detective work. ★ Not a usual escape game-adjacent experience; something different to expand your scope of interests! EXTRA TIPS ★ Thought I start most of my investigating with Google, I usually end up on Wikipedia, where the answer lies. ★ No hint provided for the bonus puzzle in the epilogue. I haven't solved it; but I think Morgan can help... READY FOR FUN? "Extraordinary Investigations: The Morgan File" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. RGMorgan.

  • Review: Game On! UNLOCKED Arcade | UNLOCKED: Escape Room

    Game Website | Company Website | Based In: Costa Mesa, CA, USA OFFICIAL SPEC 💪 Difficulty: Intermediate. ⏲️ Time duration: 60 minutes limit. 🔢 Capacity: 4 to 8 players. Private booking. 💬 Hints: Via walkie-talkie and unlimited hints available. 🛒 If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😍 💪 Difficulty (as perceived by Mattster): 5 or 6/10 (team of 4). Puzzles aren't super hard, though there's A LOT to do. 🔢 Ideal team size: Minimum of 4 players is justified; you want a substantial group to finish on time. With that said, I recommend maximum of 6, which will 100% guarantee that everyone gets to play a classic arcade game of their choice. MUST DO! Game On! UNLOCKED Arcade | UNLOCKED: Escape Room OFFICIAL PREMISE Video games, claw machines, skeeball, and more! Join us at the UNLOCKED Arcade where you’ll have 60 minutes to win tickets and prizes for your best friend, the birthday boy! IN A NUTSHELL A group of good friends (that's you guys) compete harmoniously in a classic arcade at the most nostalgic birthday party yet! Skee-ball, basketball, claw machine! And fix those couple of conveniently out-of-order video game machine cabinets in the back while you're at it. Work together, collect tickets, and win that elusive grand prize for the birthday boy! Game On! UNLOCKED Arcade | UNLOCKED: Escape Room OVERALL IMPRESSIONS Years ago, I experienced an enchanting escape room, "The Return of the Magician" from UNLOCKED: Escape Room. That day, I witnessed magic, but not a magic that involves pulling a bunny out of a hat, or stabbing sharp blades into a wooden coffin (though that technically did happen). It was a magic born out of passion, one that originated from 5 enthusiasts-turned-owners, who transformed their originality, creativity, and expert craftsmanship into one hell of a show. Now, the guys from UNLOCKED bring you a more grounded, but no less appealing, experience without the smoke and mirrors. There is no sleight of hand here. This is an escape room that evokes heartwarming comfort, childhood nostalgia, and the joy of a simpler time. It's time get your "Game On!" at the UNLOCKED Arcade! Skee-ball, basketball, and my personal favorite, the claw machine! (And video games! Though they are currently out of commission, but should you feel the need to fix 'em up mid-game, maybe?) These are the main "puzzles" you'll be conquering in this lighthearted and family-friendly escape room, which is somewhat of a misnomer. There's really no escaping here, nor would you want to. This is candid, wholesome fun for age 8 to 80. I gonna win me some plushies! Your main goal is to collect tickets, and lots of 'em. The more tickets, the better the redeemable prize, and the higher your final game score. The prospect of earning every potential ticket set in place offers an extra layer of challenge to achieve--though with a little bit of concerted group effort, I imagine most everyone will go home happy champions. Something that struck me as unusual and humbling is that, despite having done well over 100 escape games, I found myself surprisingly inadequate in overcoming the initial challenges. Just as astonishingly, ALL of my less experienced teammates shone through and through. While I did eventually find my niche in a more "traditional" decoding puzzle and ameliorated my bruised ego, I am so happy that there's definitely something for everyone despite experience level. Game On! UNLOCKED Arcade | UNLOCKED: Escape Room As we absolutely obliterated the arcade games in record time and are well on our way to final victory, it happened. The UNLOCKED Arcade pulled a fast one on us. I guess there IS a sleight of hand, after all. Unlike its predecessor, "Game On! UNLOCKED Arcade" may not explicitly have the word magic in its title, but the designers at UNLOCKED have plenty of tricks left up their sleeves. That very same magic, of imaginative cleverness backed by ardent aspiration, is on display once more. And not to mention, a grand illusion in plain sight was staring at me right in my face the entire time. Seriously, what in the Super Marie, err, Mario World?! (The reference shall be crystal clear in due time.) For those who have played "Magician" prior, you can expect the same laughter-filled moments, shocking surprises, and adrenaline-powered high to hit you when you least expect it. And for those who are brand new to the club, hold on tight to your chins... because those jaws be droppin'! And they'll be droppin' hard. To discuss any further would rob you of a full signature UNLOCKED entertainment experience, so I won't. But I promise you: There will be more puzzles to solve than you expect, so act swiftly. Also, there will be wayyy more than meets the eye, so be ready. And most importantly, there will be fantastic music by Joe Monday. Below are some more key points you may wanna know... Claw machine... my favorite! | UNLOCKED: Escape Room STORY ➤ "Game On!" is a very physically-oriented and objective-driven escape game. Although there is a backstory to help string all the wonderful arcade elements along into one cohesive narrative, it almost doesn't matter, and it shouldn't! You're here to beat the arcade games. And to win! And to feel like a child again! Never mind that none of you is the birthday boy at this party, you'll be the one having all the fun, and all the adventure (*wink wink*), than the man of the hour. ➤ As the story advances, the once straightforward and simple plot takes a sharp turn like a hidden Mario Kart shortcut. True to the game's recurring video game motif, perhaps you'll be UNLOCK-ing a bonus level of your own... PRODUCTION ➤ At first glance, I don't think it's uncommon to dismiss UNLOCKED games for having a seemingly moderate budget, since it does not exactly feature a grandiose set and movie-grade props. However, majority of their set pieces and props are designed, constructed, and modified in-house, and therefore one-of-a-kind and 100% exclusive to their games. ➤ On some level, I am actually blown away from the production value, especially when considering the amount of hidden mechanism and modern technology clandestinely embedded within their equipment. From my research and understanding, there's a considerable amount of computer programming involved, too. Again, more than meets the eyes. ➤ Finally, as the game advances (notice a trend here?), you'll see a dramatic shift in production value. What's already great will become blazingly bonkers. It'll be a multisensory showstopper--just don't forget you still have puzzles to solve. A super intense video game sesh | UNLOCKED: Escape Room IMMERSION ➤ For the beginning parts of the game, you'll feel as immersed as you reasonably can in an arcade-inspired escape room. There is faithful representation of all the stereotypical components one finds on the game floor; so it lives up to its name. ➤ For the latter half of your experience, you'll be literally immersed by the definition of the word. So... there's that. PUZZLES ➤ The UNLOCKED Arcade offers physical challenges that are exactly identical to their functional counterparts in real life. So you'll be playing all of this for real--shooting hoops, rolling Skee-balls, and grabbing toys in a claw machine. ➤ The game also features other "puzzle" puzzles; some are more abstract, while others more traditional. You'll exercise reading comprehension, simple logic, and careful observation to start, and will eventually progress to more advanced brainteasers that you'd normally expect in an escape room. Hence, find a balanced team that has both brains and brawn. ➤ Of note, the staff will proudly tell you that their latest creation features all but a few traditional padlocks, and I can attest to that. Such instances require either keys and combos to open, but they are not representative of game play. Overwhelming amount of puzzles utilize non-traditional inputs; solutions will trigger automated and exciting reveals. SERVICE ➤ Always down-to-earth staff presents a concise intro pre-game, and volunteers a thorough debriefing post-game, should questions arise. Guests can welcome to learn all puzzle solutions without being coerced into purchasing a replay. ➤ Safety is extremely prioritized and valued at UNLOCKED. Many preventive measures are put in action to reduce risk of disease transmission amidst a pandemic: private booking, touchless QR code check-in, complimentary hand sanitizer and disposable masks. Rooms are diligently cleaned and ventilated between mindfully spaced-out appointments. We're all winners at the UNLOCKED Arcade | UNLOCKED: Escape Room BEST FIT FOR... ★ For anyone remotely interested in escape room! You can throw a ball, can't you? ★ This is Dave & Buster's with some puzzles thrown in; so arcade lovers, this is A MUST for you. ★ Bring the fam! This is certainly a rare occasion in which younger audience will feel inherently at home--it's their turf. ★ Actually quite the genius birthday celebration event option considering the plot line. I would've loved it! EXTRA TIPS ★ You're given 60 minutes for a reason. Work quickly. There'll be plenty to do... And more to do after that. ★ DANCE! Not exactly a tip, but you'll be doing it. And you'll know exactly when. READY FOR FUN? "Game On! UNLOCKED Arcade" is available for booking HERE. If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. ULGame.

  • Review: Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video

    Game Website | Company Site | Company Site | Based In: Nashville, TN, USA OFFICIAL SPEC 🕹️ Stay At Home Games » Avatar-Led Remote Escape Room 💪 Difficulty: Not specified. ⏲️ Time duration: 45 minutes limit. 🔢 Capacity: Up to 8 players. Private booking. 💬 Hints: Requested verbally to game master. 3 maximum hints recommended, but unlimited available. 📝 Experience requires Zoom, internet browser, or more. Check for details. 📝 Careful--note potential time difference between your location and the host's when booking. 🛒 If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 🙂 💪 Difficulty (as perceived by Mattster): 2/10 (team of 4), but I've played "The Heist" from TEG before. 🔢 Ideal team size: 3-5. It's important not to overcrowd a 45-minute game, so everyone has something to contribute. Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video OFFICIAL PREMISE GO DEEP INTO THE HEART OF DARKNESS (well, a mysterious exhibit in an old museum) to find a powerful and ancient book of magic to reverse a spell and save the day! Solve your way into the mysterious curator’s office and get outta there before it’s too late. Oh, and it’s also haunted. IN A NUTSHELL Infiltrate into an old museum (strikingly similar to The Barclay Museum of Historical Art), find the spell book of interest, and leave undetected. And never mind of the haunting spirits residing within, they will be neither bothersome nor useful. Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video OVERALL IMPRESSIONS This isn't the first time The Escape Game has partnered with Amazon Prime Video before. Previously, they've promoted "Hanna" via their Unlocked online game series, and this time, it's going full throttle with "Truth Seekers". This promotion features a 100% live, real-time, avatar-led remote escape room, livestreamed from Nashville, TN to your home. While TEG hasn't built a completely new room set from scratch, they have reskinned one of their classic options "The Heist" with new props, puzzles, and theme befitting for the show. Since I haven't watched the Prime Video program yet, I don't have an accurate standard to gauge to what extent TEG has succeeded in bringing forth the spirits of the show. However, finding the correct incantation to separate a poor soul stuck in an electronic device sounds about right. Repurposing the already existing museum escape room seems clever enough, though as expected, those who have already enjoyed "The Heist" before will already know certain solutions even prior to logging on. (I mean, they can't just willy-nilly rid of any pieces that are hard-wired and bolted down, so yeah, we'll be toying with the Apollo and Hermes busts once more.) If you're a returning patron, be respectful, and hold back for teammates who are playing for the first time. In addition to a livestream powered by Zoom, the signature TEG dashboard makes a welcoming returning, giving the players access to a 360° panoramic room scan, along with clue items inventory, and locks to be opened check list. Relevant objects and information will appear and disappear automatically, rendering the escape gaming experience buttery smooth. Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video Even putting aside the fact that several puzzles are understandable repeats from "The Heist", the bulk balance of the remaining challenges tend to lean on the easier end of the spectrum. This makes great marketing sense since, let's not forget, this is as much of an advertisement, if not more, as it is an escape game. They want as much as the lay public to sign up, have fun, and hopefully become part of the "Truth Seekers" fandom. So no insane mental acrobatics required here. Expect a lot of number and letters collecting, putting them into the right device, lock or otherwise, and advance on. Alas, it is a bit disappointing to see the haunting aspect of the premise never truly coming the fruition. Sure, there are some ominous paintings stamped with demonic symbols, news articles of paranormal activity, and a voodoo doll with the cutest, most spoopy pigtails hanging around, but scary? Hardly. Dare I say, I felt nothing but peaceful joy the entire time. Once again, not having seen the tv series before, I do not yet understand the significance of all the references sprinkled throughout the experience. What's the story behind the doll? What's up with all the cassette tapes? This is an unlikely first, but I gotta hand a win to Amazon Prime Video: This has intrigued me just enough. I'll be tuning in for "Truth Seekers". Fun fact: a wireless router fell from the ceiling during a reveal mid-game. I initially thought it's all part of the pretend fun, since my avatar happened to be an internet service technician (hah!), but it appeared to be just an amusing coincidence? I may never find out for sure... Perhaps the museum was really haunted... Below are some more key points you may wanna know... Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video STORY ➤ It's always a bit challenging to curate a story with an existing pool of resources for a specific client, and the tie-in tale for this Prime Video game comes across as functional. It isn't super groundbreaking, and in fact, it's the same essential plot line from "The Heist", but sometimes simplicity works well enough. Besides, actor Samson Kayo delivers the narrative with such conviction and well-timed comedy in the short intro, I'd say my team's all on board. ➤ Again, for a show that is all about the supernatural (assumingly), this promotion never really quite hit it home that there are entities among us that we should be fearful or a least wary of. From a storytelling standpoint, this stands to be improved, and I fathom some moderate but sudden lighting or sound special effects would've made all the difference. PRODUCTION ➤ Because this game is hosted by an industry veteran, The Escape Game, great quality is to be expected. This is especially true when the room is already well in existence prior, but even all the additional overlay is done with expertise. Some mention-worthy additions include satanic animal paintings and red string crime board, because, who doesn't like these? ➤ As alluded to before, the remote experience wouldn't be half as successful if it weren't for the supplementary inventory webpage, let alone one that looks as fantastic as this one, so let's give the tech team a shoutout, too. Whoo! A modified set from "The Heist" | The Escape Game & Amazon Prime Video IMMERSION ➤ For the same reasons above, I don't think I necessarily felt "immersed" per se, due to a not particularly strong storyline, the lack of special effects, and the staff carrying out their duties without truly acting our their characters. Let's be clear, however, this is NOT a complaint. I had fun. I just wouldn't call this "immersive". But hey, it's free. And free is nice. PUZZLES ➤ Majority of puzzles will come in the form of familiar gen-1 territory. Most will come very natural for even first-time players. If you see a key hole, look for a key. If you see a keypad, watch out for number combinations. An alphabet padlock... Oh ok, you get the idea. The clues themselves are also classic tropes, but at least, they've chosen ones that are cute. One stands out in particular for being just gibberish... but it's got a good ring to it if you listen carefully ;) ➤ While it is true that the game includes other more physical tasks that pushes the experience into being a little more diverse and less one-note, I've already seen everything in my first visit with "The Heist". While it's still somewhat enjoyable to witness one certain earthenware in action, and [censored] is always cool (pew pew pew!), the impact of novelty is lost. Such is a woeful nature of one-and-done entertainment. My teammates, however, were having a ball. ➤ Finally, the puzzles can be considered well-themed enough, I guess? It's certainly not not-themed. From someone who's done this room prior, but haven't watched the show yet, I still felt the room was overwhelming more "Heist" than "Truth Seekers". Possibly my mind will change after a viewing of the show, but either way, the fun factor stands. Truth Seekers Remote Adventure | The Escape Game & Amazon Prime Video BEST FIT FOR... ★ Beginners, novice, first-timers! This game is easy and great for anyone to join. ★ If you're already a fan of the show, do this. Looking to see what the show is about (kinda)? Do this. ★ It's free entertainment powered by none other than THE Escape Game! It's great for any time, any day! EXTRA TIPS ★ One particular "lock" will not show up in your lock checklist, because it isn't a true lock. But don't forget to solve it! READY FOR FUN? "Truth Seekers Remote Experience" is available for booking HERE. If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TEGTruth.

  • Review: Floor 13 | CU Adventures In Time & Space

    Game Website | Company Website | Based In: Urbana, IL, USA OFFICIAL SPEC 🕹️ Stay At Home Games » Online Puzzle Game » Point & Click Escape Room 🕹️ Stay At Home Games » On Hand Items Required » Print & Play (PDF File Based) Puzzle Game 💪 Difficulty: Not specified. ⏲️ Time duration: 60-120 minutes. 🔢 Capacity: 1-6 players. 💬 Hints: Via hints tab below each puzzle. Hints appear from vague nudges to specific directions in a stepwise fashion. 🛒 If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): 4 to 5/10 (team of 1). 🔢 Ideal team size: 1. Why? Difficulty very suitable for solo play, and definitely way creepier when played alone! RECOMMENDED Review: Floor 13 | CU Adventures In Time & Space OFFICIAL PREMISE You're trapped in your office building after-hours, and you stumble into a place that shouldn't exist. Discover the secrets of Floor 13 and escape the building...if you can! Discover clues, piece together login codes, and go face to face with a haunted computer. Solve the challenges of this slightly spooky escape room from the comfort of home! IN A NUTSHELL Somewhat of a spiritual successor and a Halloween special rendition of "The Lost Temple", "Floor 13" examines the dread of getting stuck at work beyond operation hours... possibly forever. Enjoy some mildly creepy office-themed puzzles and battle a sinister CPU to escape this turn-of-the-millennium virtual escape room with some serious Y2K throwbacks. Review: Floor 13 | CU Adventures In Time & Space OVERALL IMPRESSIONS Back when I reviewed CU Adventures' "The Lost Temple", much was brand new to me. The overall game format of hosting a virtual, point-and-click escape room, supplemented with real-life print-and-cut game elements to increase a sense of connection the world depicted behind the computer screen was brilliant. The creators themselves must've felt the same sentiment, because new game "Floor 13" follows the exact same format, albeit with a new coat of paint. The color? A nice, thick layer of creepy black. Just in time for a late October Halloween release. Everything that made the storytelling so effective last time around is back. The soundtrack, now less jazzy and more spooky, is spot-on and not overly scary, just unsettling enough to portray the sense of solitude and helplessness one may feel when trapped inside another dimension of both space and time. There are also occasional narrations by voice actors to minimize enforced reading and to help set the mood, though they're utilized to a lesser degree compared to "Temple". Because "Floor 13" is a new original tale, and not based on any currently existing room that CU already owns on location, the plot isn't nearly as enriched with myriad plot details that are already available for repurposing. Instead, the main frame is kept simple, straightforward, and much easier to follow. Although I once heard this game's being described as a "ghost story", I find that to be inaccurate. There is most definitely something off about the mysterious thirteenth floor, and the paranormal energy certainly palpable, but nothing materializes quite enough to qualify this as an apparition experience. Review: Floor 13 | CU Adventures In Time & Space The kind of puzzles that appear in "Floor 13" is very similar in spirit to those of "Temple", specifically in that many of them can be plausibly modified to be implemented in a live, real-life escape room. There is a lot of finding combo, passwords, and keys, so your escape room puzzles-solving logic (with a slight inclination for gen 1) can be put to good use once more. The variety, however, is much more expansive; and much to my relief, there's minimal cipher decoding this time! The print-and-play assets plays a much less prominent role in "Floor 13", to the point that I was able to complete the game with the alternative "printer-less" PDF file without feeling missing out. Much like before, having an option to ditch the scissoring saves me much time, which I actually appreciate. (I did end up constructing one prop "just because", perhaps for fun or for a more "complete" experience, though I still don't find my craft-less approach any less rewarding.) Perhaps the most surprising element of all is the time-traveling aspect, though now it's just dawned on me that I am reviewing a game published by a company entitled "Adventures In Time & Space". Well, duh! Of course this eerie experience would transport the players through both elements and land us in a "90s dot-com bubble" era office! All the retro-heavy reference--whether it be the iconic dial-up modem sound effect annoyingly lurking in the background, or the deliciously-parodied, Microsoft's Minesweeper-inspired puzzle--they all make me smirk so, so hard. I am a child that grew up in the 90s, after all. Now as a 30-something-year-old, I am comfortably at home, enjoying an online escape room through the magic of internet--technology has come such a long way. One last note: group play mode is once again available, though I did not use it. (Details available on game site.) Below are some more key points you may wanna know... Review: Floor 13 | CU Adventures In Time & Space STORY ➤ I would characterize "Floor 13" as an inconvenient late-night encounter with an evil spirit of sort, necessitating an escape from another realm or be potentially stuck there for eternity. It is not a traditional horror tale featuring ghosts, monsters, or anything readily recognizable, and hence, it gets some points for being nonconforming. ➤ The plot is all too "realistic", in that if I was stuck in the same scenario, I would also want to just gtfo and be done with the night. As such, the story focuses much on the escape, and does not provide enough exposition. There are still a few questions left unanswered, and the finale does not, for me, provide a satisfactory closure, and I really wish for otherwise! PRODUCTION ➤ Not to over-repeat what I've already discussed above, I would add that in addition to featuring a game interface system that's received much acclaims already in the past, "Floor 13" also possess exceptionally pleasing artworks, both still and sometimes animated, that bring this office from hell to life on your screen. ➤ Just top-notched quality across the board, especially for the well-justified, arguably bargain price tag. PUZZLES ➤ It's really difficult to pinpoint to one category type these puzzles fall under, simply because the designers have cleverly embedded such a wide variety of challenges. And to do so in the same story world organically and somehow still manage to have everything make sense, this is indeed a job splendidly done, and I tip my hat to you folks at CU Adventures. ➤ To give a general idea of what to expect: there are puzzles that feel very gen-1, those that require you to extract letters from here and there to form a combo or password. Then, there are more creative problems that challenge your listening skill, visual acuity, and spatial logic. Finally, there are also even more abstract riddles that involve pattern recognition and the application of. There's really something for everybody, and the key word remains to be variety. ➤ For those who have played "The Lost Temple", the amount of puzzles, or rather, the time needed to complete this entire game is shorter by comparison. While I don't think the overall experience necessarily suffers because of this, when in fact, I would argue the puzzle quality has improved, it is something to be cognizant of before purchase. Review: Floor 13 | CU Adventures In Time & Space BEST FIT FOR... ★ Beginners and up. The hint system guides novice players with just the right amount of help. ★ This is NOT that scary, if at all. Suitable for teens or even scaredy-cats that are just bold enough for an hour or 2! ★ Even though Halloween is over, any day is great for a slightly chilling and ominous game. Best for night time play. EXTRA TIPS ★ There's no real trick to remedy a faulty copier fiasco, but to stare at it. Stare at it long enough--it'll come to you. READY FOR FUN? "Floor 13" is available for purchase HERE. If you PURCHASE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. CUA13.

  • Review: Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail

    Game Website | Company Website | Based In: Canada OFFICIAL SPEC 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Mail Subscription Service 💪 Difficulty: Not specified. ⏲️ Time duration: Not specified. 🔢 Capacity: Not specified. 💬 Hints: Available via online hints page. Hint appears first as "small hint", then "big hint", then solution. 🛒 If you PURCHASE/SUBSCRIBE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): 5/10 (team of 1), derived mostly from things I hadn't seen before, and on occasion, when I misunderstood the flow chart's original intention. If factoring that aside, this could range from 3-5/10. 🔢 Ideal team size: 1. Mobile Escape continues to be my non-guilty, one-man-show pleasure. Nice, quiet, alone time. RECOMMENDED Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail OFFICIAL PREMISE You solved a strange black market passport, sent to you - not from JJ but from Svetlana. It revealed the information for a safety deposit box, but now you’re also not entirely sure what to think of JJ. And who is Svetlana, really? Nevertheless, your Cousin JJ has what he now needs to find the exact location of the Lost Library and uncover its secrets. Will you be able to help him crack the codes within? IN A NUTSHELL Having located the elusive library inside a huge castle, cousin JJ needs your help to crack open a couple of newly discovered security devices. This episode also heavily features JJ's presence, a welcoming return from Episode 2. Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail OVERALL IMPRESSIONS Episode 4, "On The Run", has elevated expectation like no other, and thankfully, Mobile Escape's attention to details continues to impress month after month. Take the overall package for Episode 5, "Lost Library", for example: It seems the team has really gone all in for the affluent library theme this time, because even the maroon envelope that shipped the materials has gotten an upgrade with a touch of class. Colors of the purple family has long been associated with royalty, so great choice there. Upon touching and closer visual inspection, one even finds a crosshatch-patterned, raised texture embellished on the envelope's surface. Again, fitting. The bibliotheca theme continues through the clues recovered by cousin JJ, which include pages seemingly torn out from literature, a library catalog (or "check-out") card, and a random pictorial sketch. These objects not only look their part from an authenticity's view, they are also visually remarkable from an aesthetics' perspective. The sketch, in particular, appears incredibly realistic, almost as if it's really drawn with pencil and may smear with a finger's rub--don't worry, it doesn't. What's new is the inclusion of a flow chart clue card, usually only provided by default for easy and medium level subscribers. As a hard-level player, this is completely foreign, but I thought to give it a shot, since hey, it's already here. Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail Having established contact with my cousin via a mock live stream from his mobile phone, JJ detected a hidden safe in the titular library, and asked for my remote assistance to crack it open--so the puzzles officially commenced! With the help of the flow chart, I figured out the combination relatively quickly, though not without struggle. Caught me by total surprise, this chapter presented a riddle that I've never encountered before, and what a delight it was to learn something new. What didn't shock me at all, in contrast, was that there's yet another device waiting inside the safe to be cracked open. And this was where things went slightly awry. Without revealing too much, I'd say my latter half of the experience would've been greatly improved had I, 1) ignored the flow chart card from this point forth, and 2) understood that I needed some outside knowledge to advance. The flow chart turned out to be more confusing than helpful because I gravely misunderstood what items are needed to solve the next challenge ahead, and I found myself at a gridlock, unable to move on no matter how hard I tried. It wasn't until I finally gave up and consulted the hints page that I realized all the remaining clues are interconnected--every single item left was necessary to reach the conclusion. My advice? Ditch the flow chart from the get-go, it's not really needed. Another pointer would be, unless you're a well-read scholar, (or at least a die-hard fan of great literature), you'll probably need a little bit of Google assistance to conquer one certain puzzle, so be ready for that. This minor hiccup didn't bother me as much, since it tied in with the overall motif so beautifully, I actually found it to be quite clever--I just wished that I was given a more explicit heads-up since this wasn't Mobile Escape's usual M.O. In the end, the entire episode took less than 1 hour to complete, and I felt like a wonderful adventure cut short. Echoing a similar sentiment I felt in Episode 3, "Lost Library" is not at all bad, quite lovely, actually; it just is not enough. Perhaps they've overfed us with fantastic puzzles in the initial episodes to skew my expectation, but had there been just a handful more brainteasers, this installment would've earned itself an A+ on its report card. Below are some more key points you may wanna know... Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail STORY ➤ Although not much substantial happens in "Lost Library", I did enjoy the way the story unfolded. Across all 5 episodes, it certainly seems like the game makers want to use as many varied methods of telling their tale as possible. While some chapters are less animated than others, this "livestreaming" angle stands out for adding levels of realism and immersion. ➤ Plot-wise, specifically (and purely) speaking, Episode 5 bears great resemblance to the previous Episode 4: in both, you have a safe to open somewhere in the world--just swap out the bank and insert the more poetic setting of Spain. PRODUCTION ➤ Great care has been taken in the the production of game materials, and every piece has turned out magnificent. Besides the sketch already mentioned, other objects also merit praises: The actually hand-torn book pages feature jagged and uneven edges that I love. The library catalog card show different shades of black and gray to denote dark pen ink, faded stamp ink, and graphite pencil marking. I am just constantly in awe at the quality details Mobile Escape delivers! PUZZLES ➤ The first half of the game contains 3 puzzles: 2 of which are quite simple. Once you figure out the key to solving, you simply read the answer off the paper. More geared towards beginners, and contributed to the overall short play time. ➤ The other remaining challenge is more complex and technically math-based. For those who prefer to distance themselves from arithmetic, I assure you, this isn't half bad, and it makes sense to involve numbers! ➤ The second half of the episode is constructed as one moderately lengthy meta-puzzle that has you relaying information laid across 4 separate documents, and it's overall well-written, well-executed, well-produced, not terribly hard, and a lot of fun. Do note: this is where outside knowledge comes in handy, so if you find yourself stuck, maybe that's why. Season 1, Episode 5: Lost Library | Mobile Escape: Escape Mail BEST FIT FOR... ★ Players of beginner or intermediate experience. ★ Classy bookworms who love a good read should find the theme appealing. ★ A quiet evening of puzzle solving and hot tea sipping. Books and hot beverages are a pair made in heaven. EXTRA TIPS ★ One clue coincidentally uses dark ink on top of a dark background, rendering key info hard to see. Be extra observant! READY FOR FUN? "Season 1, Episode 5: Lost Library" is available for purchase HERE. (Subscription & bundle options also available.) If you PURCHASE/SUBSCRIBE due to this blog, please give EscapeMattster.com a shout-out! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. MELibrary.

  • Review: Season 1, Episode 4: On The Run | Mobile Escape: Escape Mail

    Game Website | Company Website | Based In: Canada OFFICIAL SPEC 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Mail Subscription Service 💪 Difficulty: Not specified. ⏲️ Time duration: Not specified. 🔢 Capacity: Not specified. 💬 Hints: Available via online hints page. Hint appears first as "small hint", then "big hint", then solution. 🛒 If you PURCHASE/SUBSCRIBE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😍 💪 Difficulty (as perceived by Mattster): 3/10 (team of 1). 🔢 Ideal team size: 1, because this episode isn't that difficult. Best to appreciate it leisurely at your own pace. MUST DO! Season 1, Episode 4: On The Run | Mobile Escape: Escape Mail OFFICIAL PREMISE You got so close to the treasure in Episode 3, and now you know where to go to get what you need. But before you get there, there’s a problem to solve, and not even JJ’s safe-cracking accomplice Svetlana can solve it. That’s why she’s sending you the encrypted documents to decipher. Will you make sense of this mystery? IN A NUTSHELL Cousin JJ needs your help, per usual, to unlock a safety deposit box, believed to hold critical information needed to locate a secret library within the monumental Spanish castle, Castillo De Coca. Your main objective is to decipher encrypted safety box info from a black market Burgland passport, an accompanying boarding pass from World Wide Air, and a luggage tag. Season 1, Episode 4: On The Run | Mobile Escape: Escape Mail OVERALL IMPRESSIONS "Season 1, Episode 4: On The Run • Mobile Escape" continues where Episode 3 left off; cousin JJ has arrived at Castillo De Coca, the site that holds the key to unlock the treasure found in Joro Temple. However, this Spanish castle is HUGE! JJ needs exact directions to guide him to a long lost library within the massive structure. A blueprint would help, perhaps? Such a blueprint does exist, but it is currently secured in a safety deposit box. And the relevant knowledge to open that safety deposit box lies in a black market passport, boarding pass, and luggage tag. Before I could even get to any real puzzle-solving work with the passport, however, our first (and hopefully of many) plot twist drops in the form of Svetlana, JJ's trusted safe-cracking expert who just happens to lose her magic in this one fateful mission. (Convenient for me to one-up her at her own game!) Svetlana's text exchange with JJ reveals he is hiding something--exact contents not yet known--from his flesh and blood relative... Hey! That'd be me! Why won't JJ tell me the whole truth? Should that make me upset? Angry? Well, I am at least confused and doubtful of this man before me. Is he REALLY my cousin? I have yet to verify with DNA testing, after all... With potential family turmoil set up, this is the most exciting episode plot line yet thus far! I sincerely hope for the trend to continue consistently. Season 1, Episode 4: On The Run | Mobile Escape: Escape Mail Moving on to the passport and associated flying documents: What has struck me immediately is that I only have--I can count them, one, two, and three--a total of 3 props shipped in this envelope. The usual thick stack of materials that pour out, and the prep work I usually do to lay out everything neatly on my tabletop, both are absent in this episode. It is indeed quite surprising that all the puzzles and clues--and there are actually quite a few--are all tidily packed and hidden away in a cute, little flight package. Furthermore, the quality is fantastic with the modest price tag in mind. Flipping through the make-believe Burgland passport, I see Hans Nilsen's photo (and man, does he look worried), many colorful visa stamps from around the globe, and some very interesting and I-bet-they-are-puzzles-related backgrounds. The actual challenges are quite easy to solve, most probably the most novice-friendly collection of riddles in Escape Mail's history thus far. And yet, I still got stumped by one particular hard-to-catch detail, which actually made me cherish this experience even more. The puzzles are executed perfectly: clear end goals, fair clues, and a good amount of steps before reaching a final solution. Though I do not get to actually board a flight, this play-at-home experience still a great ride. In the most concise sense possible, to sum up, I love everything about "On The Run". Below are some more key points you may wanna know... Season 1, Episode 4: On The Run | Mobile Escape: Escape Mail STORY ➤ Up until this point, the plot, though not without its thrilling moments, has been mostly straightforward. What's plainly given is taken as the truth; I have not questioned the cousin's true background or intentions behind this sudden familiar reunion. The addition of Svetlana introduces an unsettling force that hopefully brings about waves of surprises onto a plot that I've already come to relish much in the past months. PRODUCTION ➤ The Burgland passport is undoubtedly my favorite game prop to date, no competition whatsoever. The quality is excellent both to the eyes and to the touch, and the graphic styles are official document level of convincing. Just like an authentic counterpart, it fits easily in my palms; just flipping through its 18 pages brings me much amusement. ➤ There're some great web supporting materials, including a conversation video between JJ and Svetlana, and a virtual banking interface that looks eerily accurate to the iOS interface, just perhaps a few generations late. Both performed smoothly with agreeable visuals, seamlessly elevating the immersion. Hope to see more being utilized in future chapters! PUZZLES ➤ Even though there are only 3 main pieces of information we need to obtain in this mission, the journey to each final answer requires multiple steps (whether it be physical or mental), and the overall process takes up just the perfect amount of time and effort to justify a rewarding experience--not too short, not too long, but just right. ➤ All final solutions are short phrases or words, combo codes almost, that are composed of either alphabetical or numerical values. As such, the most obvious route for the authors to take would be to churn out "classic" (i.e. overdone and uninspired) gen 1 puzzles, though thankfully, that isn't the case. Some puzzles do borrow common escape game logic and tricks, but the designers mostly avoided cliché choices, and the overall variety is certainly interest-piquing. FINAL THOUGHTS Mobile Escape is on top of its Escape Mail game with Episode 4, offering excellence on every front. Curious plot development, quality production, gratifying puzzles suitable for beginners and experts alike--"On The Run" is a home run. "Season 1, Episode 4: On The Run" is available for purchase HERE. (Subscription & bundle options also available.) BEST FIT FOR... ★ Player of any experience level can enjoy Episode 4 just fine. This is a great entry-level intro to puzzling, in fact. ★ People who are subscribed to previously, but unsure about continuing, Episode 4 makes it crystal clear that you should! ★ A fun weekend game session with me, myself, and I. The perfect afternoon tea for your noggin. EXTRA TIPS ★ There are at least 2 instances where you have to pull information from different sources together. Keep that in mind! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. MERun.

  • Review: Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real

    Game Website | Company Website | Based In: United Kingdom OFFICIAL SPEC 🕹️ Stay At Home Games » Host Led Experience » Audio-Led Puzzle Mission/Escape Game 💪 Difficulty: Not specified. ⏲️ Time limit: 60 minutes 🔢 Capacity: Exactly 4 to 5 Zoom connections, no more and no less. Private booking. 💬 Hints: Provided by host throughout the experience based mission progress at their discretion. 📝 Experience requires Zoom, internet browser, or more. Check for details. 📝 Careful--note potential time difference between your location and the host's when booking. 🛒 If you BOOK due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😍 💪 Difficulty (as perceived by Mattster): 5 or 6/10 (team of 5), mostly due to tight but thrilling time constraint. 🔢 Ideal team size: 4 connections, but 5 is helpful for beginners. MUST DO! Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real OFFICIAL PREMISE ➤ MISSION ONE: THE HEIST - Infiltrate B.A.D. Tower, get to CEO Bozo's secret vault, and uncover proof of their many, many crimes. Watch out for the basement shark tank... ➤ MISSION TWO: CYBORG ISLAND - Bozo has disappeared - but new intel suggests some sort of secret cybernetics facility on one of B.A.D.'s private islands. And of course, it's underneath a casino... IN A NUTSHELL Assist Agent Venture in taking down the big bad corporation named unironically B.A.D. (in all CAPS). Venture does all the hard labor onsite, while your team backs him up in 4 specific key areas from mission control: Navigation, hacking, research, and communication. Mission One takes place at the cooperate skyscraper; Mission Two sets on a remote exotic island. Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real OVERALL IMPRESSIONS "Agent Venture" is a cooperative mission quest run via Zoom. Individual group members are appointed to specific responsibility to help secret agent Agent Venture from mission control to thwart B.A.D.'s continual criminal activities. The general idea of granting specific powers to different people is not a brand new, though this is my first time actually participating in such a game. The overall response from my entire task force is overwhelmingly positive. Mission One and Mission Two have distinct storylines, aneed not to be played in succession to make sense. Each adventure could function as a standalone choice, though it's more satisfying to enjoy both in chronological order. Mission One is a bit more spy-cartoon-conventional; while Mission Two rams up the imaginative factor, features wackier sci-fi elements, and in more ways than one, elevates off the ground to another level. The overall structure of either mission consists of infiltration, key item acquirement, "unplanned" disaster, and a final breakout. Though sharing similar base DNA, the different settings and puzzles offer enough contrasting nuances for returning customers to explore both options. The host's performance is essential, as they play every other character in the entire game but the patrons'. Agent venture themselves, the headquarter dispatch, villain J. Bozo, all his underlings, literally everyone, all under the care of the one same game master. That's certainly no easy feat, and easily one of the most obvious justifications for your admission. Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real Appropriate assignment is THE MAIN KEY to a gratifying experience: Navigator must know how to process map-like info quickly, and make logic-based decision with ease. Communicator should be daring. This part digests minimal information. Just let loose and savor in the glory of being in charge of fibbing the most outrageous things in the name of justice. Other two supporting roles will share less direct spotlight, and should be reserved for the more timid ones in the group: Researcher should have sharp eyes and the ability to laser-focus in on specific trivia within an ocean of superfluous intelligence. Hacker should be an expert of nomogram or sudoku, and the faster the better. Finally, coordinator, the fifth optional member, feels honestly somewhat tagged on, but could prove to be beneficial when other individual assignments falter due to either inexperience or performance anxiety. (Coordinator has access to everyone's information supply, and could jump in to assist all aspects of the mission.) Having filled both the shoes of navigator and coordinator in Mission One and Two respectively, I can say with solid certainty that navigator is easy to pick up, plays an integral role early on, and suitable for player of any experience level. In contrast, coordinator requires high level of self-sufficiency, needs to study everyone's inventories efficiently, and has to fight for an appropriate chance to contribute. I would personally recommend any other role over coordinator if at all possible. Otherwise, converting coordinator to a second, backup researcher would be a respectable strategy. Below are some more key points you may wanna know... Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real STORY ➤ "Mission One: The Heist" may not necessarily reinvent the wheel of secret agent genre gaming, (i.e. this isn't my first infiltrate-and-steal mission,) but it does incorporate amusing elements to keep things interesting. For instance, much effort has gone into naming almost every character some form of pun--and I love me some good puns. I approve! ➤ "Mission Two: Cyborg Island" is not as straightforward as prior quest, though my lack of complete comprehension of minor details mid-game did not affect satisfaction. I still got that the gist--so good enough! Similar humor permeates throughout, giving me a good chuckle every so often, softening the blow of a mission ultimately failed. (Darn it!) ➤ Comparable to a "choose your adventure" story book, both missions contain enough materials to support several branching pathways to create unique experience that vary from one to the next. Participants, hence, share a definite active role in storytelling along with the host. The power of control renders the experience that much more personalized. PRODUCTION ➤ The Agent Venture series is heavily audio-led, though undeniably supported by many hours worth of preparation, as exhibited by numerous graphic images and in-game websites. (Here's one.) The style of art work vary quite widely, possibly suggesting a collaboration of multiple talents behind the scene. Overall, it's decent and warrants no complaint. ➤ Production is most affected by the audio performance of the host of your specific session. While I am sure every game master is highly qualified, my first host was able to imitate and create more regional accents and character voices on command, rendering a story told comparably more lively and entertaining. Mission One: The Heist & Mission Two: Cyborg Island | Agent Venture & The Adventure Is Real IMMERSION ➤ Since everyone is tasked to be continually active in their respective roles and working together as a cooperative effort, there is close to no chance to not feel immersed. To not get lost in the exciting universe is arguably due to a lack of genuine attempt: Put in as much effort as you can, fully engage, and reap the rewards of corresponding magnitude. PUZZLES ➤ The basis of most challenges derive from the separation of relevant information into the inventories of different characters: while the navigator directs Venture's movements, the hacker may need to gain access to any obstructing security measures. Similarly, communicator may do the talking, but the conversation contents may rest in the researcher's turf. The constant collaboration builds a camaraderie and is most enjoyable aspect of the game. ➤ Stripped of the obstacles mentioned, the actual puzzles are not all that challenging, and therefore 100% beginners friendly. The company has jam-packed more than enough materials into a 60-minute time frame. A lot of bang for your buck, I'd say. (And in the off chance when a team progresses ahead of schedule, there are even bonus puzzles to unlock.) ➤ It is worth noting that, for hacker, the puzzles are literal nonograms and sudokus. I don't consider this an outright spoiler as the company openly advises this role to be proficient at them; and they are generally simplified for easy solving under time pressure, sans a few in the grand finale. If you find such puzzles boring, choose another assignment. FINAL THOUGHTS Both Missions from "Agent Venture" are attractive and affordable options built on a spy universe that gives every teammate the chance to shine like a covert mission superstar. With 4 main duties to fulfill, and multiple avenues to advance the plot, each group's, or even each person's, game play is wholly unique, with bountiful replay potentials to boot. "Mission One: The Heist" and "Mission Two: Cyborg Island" are available for booking HERE. BEST FIT FOR... ★ Confident players that can hold their own under pressure; prior puzzle-play experience helpful but not necessary. ★ Those into secret spy themed books, tv shows, and movies. ★ Team building activity, weekly game night, casual group hangouts. EXTRA TIPS ★ Timing is extremely tight for Agent Venture games. Everyone should be familiar with their roles before starting. ★ Researcher will receive a daunting amount of info. Swiftly scan all file titles to mentally catalog relevant documents. ★ When team is in a bind, screen-sharing info is allowed, despite not being the primary intended way to play. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TAIRVenture.

  • Review: The Hincks Gazette (Vol 1, Issue 2 to 7) | Bluefish Games

    Game Website | Company Website | Based In: United States OFFICIAL SPEC 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Mail Subscription Service 💪 Difficulty: Not specified. ⏲️ Time duration: 1 to 2 hours per issue. 🔢 Capacity: 1 to 2 players. 💬 Hints: Available via online hints page. Hints are self-paced and revealed in a stepwise fashion. 🛒 If you PURCHASE/SUBSCRIBE due to this blog, please give EscapeMattster.com a shout-out! ;) MATTSTER'S REC 😃 💪 Difficulty (as perceived by Mattster): Up to 7/10 (solo play), a comfortable 5/10 (team of 2). 🔢 Ideal team size: 2, with specific caveat of each player's having their own Gazette copy. RECOMMENDED The Hincks Gazette | Bluefish Games OFFICIAL PREMISE "Hello, Puzzler. I'm Mr. Hincks. Are you up for a challenge? Excellent. Subscribe to my Mysterious Puzzle Newspaper and I'll mail it right to your door. Grab a pen and maybe a friend, and spend an hour or two puzzling out its secrets. You may just add your name to the Hincks Hall of Fame! Until then!" - Stephen P. Hincks IN A NUTSHELL If you fancy so, try to make sense out of Stephen Hincks's signature nonsense! A monthly newspaper delivered from Hincksville to your home (possibly by carrier quails), filled with nothing but fake news* and, of course, hidden puzzles--so many hidden puzzles--for your reading and gaming pleasures. (*The good kind!) The Hincks Gazette | Bluefish Games OVERALL IMPRESSIONS One of the most memorable moments in "The Curious Elevator Of Mr. Hincks", "The Hincks Gazette" is a direct continuation of the same publication, but bigger and better: Literally, the newspaper now spans longer in length and width, granting America's most eccentric puzzler even more dedicated space to spill his either incredibly silly or insanely genius babble. The overall game play format is simple and intuitive, prompting readers to find and solve hidden puzzles within the handful of sections. Solution from one part becomes a clue that leads to the next, so on so forth, until players' ultimately landing on the one grand final text answer, which then can be verified online. Even just upon completing the first standalone issue, one thing stood crystal clear, the puzzle makers doubled down on an never-ending quest to uncover just how limited my vocabulary range really is. I thought I knew enough words to get through life, but apparently not nearly enough in Hincksville, USA. As such, before when gaming solo, sometimes these word-based puzzles come to a gridlock and require hints to move on... until I started playing with my partner as a duo. With a recently added option to obtain a pair of Gazettes, one copy for each player, this has changed the entire game! The only reason why I never played in two is because it's difficult to pass one newspaper back and forth--an issue (newspaper pun unintended) of the past, now addressed and resolved. Having played half a dozen issues so far, I have experienced evolution of puzzle design: it's heading in a direction that is more mainstream-audience friendly, with a difficulty more manageable by most. It's also eliminated the slightest logic leaps that were occasionally present in earlier issues. Bonus: Sign up for the *free* email list (at the very bottom of website)! Every Friday, a challenge representative of what you'd see on the Gazette is sent out through an email blast. First to submit a correct solution will have their name immortalized in an upcoming Gazette, a goal I strive but have yet to accomplish. Below are some more key points you may wanna know... The Hincks Gazette | Bluefish Games STORY ➤ Each issue features a distinct and humorous breaking news, often a dilemma of sort, that invites the readers to help resolve through the power of puzzle-solving. The downright ludicrous yet effectively memorable premise provides a clear focus and minimizes confusion about the endgame: when you arrive at the final solution, you'll know it. ➤ All gazette stories are unapologetically bizarre, and that's exactly why it works so well. The more random it is, the harder I laugh, and the more it stands out within my sea of memories. Months from now, even if I forget the individual puzzles, by God, I will remember Hinckville's ungodly decision to combine their Natural History Gallery and Space Center. ➤ Since there is no one central plotline to follow in the Hincks universe, each issue is a self-contained and not technically interconnected. Play them in any order--the flexibility is yours. No prior investment needed to comprehend how Hincks is a hotel tycoon in July, and somehow also a creative consultant by September... because no one comprehends. PRODUCTION ➤ "The Hincks Gazette" is printed on materials strikingly similar to actual newspaper. In addition, obvious care has gone into the choosing appropriate font face, size, and arrangement to give that authentic, black-and-white printed media look. There may be only one prop, but that one lone prop excels in being the damn good newspaper that it aspires to be. ➤ The graphics included are the same ones featured in Bluefish's previous game and weekly puzzle email, and have now become synonymous with the Hincks universe. While I don't have the exact words to fully describe the art style, it's consistent, cute, and reminiscent of Sunday funnies--which, of course, makes perfect sense. PUZZLES ➤ Inherently dictated by the format of a printed media, most puzzles fall under the category of "word play", though I'm still delighted and surprised to see, month after month, the variety of text-based puzzles the Bluefish team can come up with. They have thus far managed to invade the newspaper world via comics, weather report, and even obituary... sorta. ➤ Difficulty greatly varies among users, depending on their vocabulary arsenal and ability to recognize American culture references. In general, the more verbose your mind, the more advantage you have going in. Otherwise, you'll come out learning a new word or two or a dozen. (Not a hyperbole.) Games also assume a certain level of "prior knowledge" as they draw inspirations from childhood classics, such as Toy Story or Mario Brothers. The Hincks Gazette | Bluefish Games RECAP SO FAR... If you want to purchase one specific issue to test the waters before taking the big plunge of subscribing, this comprehensive list of summaries should help you make an informed decision: ➤ Vol 1, Issue 2: House plants are insulting their owners instead of giving them compliments! The nerves! Features an Easter egg from "The Curious Elevator", a collection of heavy word plays to start, and beautiful sixth-grader poetry. ➤ Vol 1, Issue 3: Carrier quails are delivering mail with encrypted messages in puzzles--a bonus Hincks security system that no one's asked for. Includes section that offers sage advice about things that matter most: cats and social media. ➤ Vol 1, Issue 4: Robots are taking over bellboy duties at The Hincks Spire--so expect all your luggage to break upon arrival... if they arrive at all, that is. By far, in my opinion, the toughest issue to solve, and more suitable for experts. ➤ Vol 1, Issue 5: Multiple museums in Hincksville are facing closures. Petition to save a piece of history! Puzzles are intuitively designed; smooth and extremely fun to play. An Easter egg for "The Curious Stairs" can be found in this issue. ➤ Vol 1, Issue 6: Hollywood invades Hincksville! Work your way to a VIP screening of the latest movie filmed on site. Contains a pop-culture-based personality quiz puzzle. Sharp-eyed readers may find another nod to "The Curious Stairs". ➤ Vol 1, Issue 7: Halloween special issue. Zoo bats are delighting residents by raining down candies. Possibly my favorite thus far, since you need to cause the paper physical harm by stabbing it. Literally. It's the Halloween edition, after all. FINAL THOUGHTS Overall, "The Hincks Gazette" is a well done, paper-based puzzle subscription service that need no extra frill to shine. Just one flat sheet of 11" by 17" double-sided newspaper, with absolutely no other accompanying prop, delivers hours of quality puzzle-solving goodness drowned in fantastically absurd humor that is Stephen Hinck's bizarre persona. "The Hincks Gazette" is available for purchase or subscription HERE. BEST FIT FOR... ★ Puzzle regulars of at least medium level of experience. Novice will probably need a handful of nudges. ★ Those with a wide range of vocabulary and a good mastery of the English language. ★ Those familiar with basic American pop culture, especially of films and tv programs. ★ Casual "me time", intimate family bonding opportunity, date and/or game nights. EXTRA TIPS ★ Have a complete read-through first before solving any puzzles. Get a rough idea on each section first. ★ Next, look for the starting point; it is often, if not always, marked with key words like "start here". ★ Counting the number of units (e.g. letters, words, sentences, etc.) is often key to success. ★ Scribbling directly onto the paper is most efficient when playing... even if it may deface a pristine copy! 😥 ★ Do not place your Hincks Gazette near water sources! Text is printed with ink, and may smear when wet. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. BFGGazette.

  • Review: The Lost Temple | CU Adventures In Time & Space

    The Lost Temple from CU Adventures In Time & Space (Based In Urbana, IL, USA) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Online Puzzle Game » Point & Click Escape Room 🕹️ Stay At Home Games » On Hand Items Required » Print & Play (PDF File Based) Puzzle Game 💪 Difficulty not specified by company. ⏲️ 60 to 120 minutes time duration as suggested by company. 🔢 For 1 to 6 players as suggested by company. 💬 Hints available for all unlockable elements. Hints guide players step by step, to the right track, until final solution. 📝 Game requires optional printed media (PDF file), optional scissors, internet connection, or more. Check for details. 🛒 If you PURCHASE GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 1, fairly easy, a 3/10. Only 1 puzzle towards the end has slightly confused me. 🔢 Ideal Team Size: I enjoyed playing this solo; it'll probably support up to 2 or 3 easily with its group play function. 🤷‍♂️ Best Fit For: I rec this to every single escape-game-loving fans out there who wanna stay in for the night. It's an incredibly well-done product that imitates the experience of a real escape room fairly well for a fraction of the usual price! 😍 Overall Takeaway: Slickly designed and adapted specifically for web distribution, superbly produced with beautiful visuals and great accompanying audios. A collection of well-written but moderately easy puzzles, backed by a nicely paced, capably narrated 1930s supernatural tale that reaches near perfection--if only the ending offers a better sense of closure! ...WHOA! LOVED IT. THIS JOINS 🏆 "MUST DO!" 🏆 RANK! ◣ PREMISE It's the 1930s and your professor has gone missing! Follow his research, discover the mystery of The Lost Temple and save the world! Explore maps, read through journals, decode cyphers, and examine photographs to solve the challenges of an escape room from the comfort of home. Use a blend of digital documents, print and play elements, video, audio and more in this immersive cooperative game. ◣ ANALYSIS A TEMPLE REBORN Champaign-Urbana Adventures in Time and Space, or CU Adventures for short, is an escape room company located in Urbana, Illinois, currently featuring 3 to 4 live, in-person escape adventures. But not that long ago, there was one more escape room that you could book, which has since retired, named "The Lost Temple". The game I'm reviewing now is based on that very room. But of course, it's been updated and accordingly converted into a multimedia experience readily consumed via internet so you can safely and leisurely enjoy from the comfort of your home. (Even for any returning adventurers, there is a dozen of brand new puzzles included.) All right, geared up in my sweats, (or no pants required, really, since I'm at home), I am headed for "The Lost Temple"! The Lost Temple | CU Adventures In Time & Space BUT IT STARTS WITH SCHOOL Except... Eh? This hardly looks like a temple at all. This looks like... the Midwestern Miskatonic University? That's correct! I've misjudged the game by its title from the very beginning. Fully expecting this escape room to set in an "Indiana Jones's Temple of the Doom"-esque site from start to finish, it caught me by complete surprise when I landed in the office of Professor Knightly. The occult studies professor's gone missing for days, his classes left unattended, and all that's left behind is a handwritten note... begging for help save all of humanity?! Set in the 1930s, the first half of "Temple" has players canvass through the academic's workplace for clues of his whereabouts. The mention of a mysterious portal from a regretful Knightly suggests he's crossed over to another dimension, and as to where--the game title is an obvious giveaway. After a magical encounter in the nearby faculty lounge, the latter half grants players access to the titular location through an otherworldly gateway. Having completed the entire game in roughly 2 hours, it seems the most logical to evaluate this virtual escape room by its two halves: the university section, and the temple section. The Lost Temple | CU Adventures In Time & Space A CURIOUS START The first section of the narrative focuses on Prof Knightly's university office and its neighboring faculty lounge. Even though the story is straightforward and offers little surprise initially, it's still an intriguing tale that sets up suspense nicely. Yes, I might've guessed correctly that supernatural-obsessed Knightly has been transported to a hidden temple somewhere in space and time, but I still want to uncover exactly how? And why? Though the narrative department holds its own, what really pushes the first half into high merits is the puzzles themselves, and they way they are presented. To summarize concisely, this feels very much like playing in a traditional escape room--which tells me this is a winner. Just like the in-real-life rendition of "The Lost Temple", you will rummage through the professor's desk, filing cabinet, and of course, many padlocked compartments. Correspondingly, you'll discover clues, keys, combos to unlock them. Really, once you play, you'll see--it really feels like an authentic, almost tangible escape room! Also helpful is the decision to stick with gen-1 style challenges. Every single riddle necessitates either a combo solution or a key to undo a lock, and these classic and simple problems translate very well across web media. Though gen-1 is at times considered old-school and therefore out of favor, it works impeccably here on a 1930s stage, because the 30s IS old-school. The puzzles themselves are cleanly written with a difficulty more catered for beginners, but are fun to play for players of all experience levels. The Lost Temple | CU Adventures In Time & Space THE LOST TEMPLE (AND A BIT OF MOMENTUM) The second half of "Temple" takes place in the actual temple, though depicted more as one long dark cavern. (Is this what a temple is? A bit strange to me!) At this point, I feel the game has somewhat lost steam, and does not play as smoothly as the on-campus section. One possible explanation, purely my conjecture, could be that the first half is more faithfully adapted to an once existent room, while the latter half is heavily reimagined and expanded exclusively online. In any case, there is a palpable direction change, to say the least. The puzzles still remain to be gen-1 idea based, though the game makers put in a conscious effort to avoid padlocks, and instead substitute in their places with magical tiles, doors, and altars. Though technically not as realistically grounded, we've just been transported through a miraculous portal, so it checks out. Carved all over every stony surface are hieroglyphic symbols, which we use to decipher majority of the puzzles in the temple half--and it gets a bit monotonous. Puzzles are still clever enough, just a tad dry in comparison. Perhaps what I really wish the finale to deliver, but it hasn't, is a full explanation of what exactly happened to the professor and several other pertinent characters. The temple exploration does offer some insights to what has transpired, though the story never explicitly gives a definitive answer. The game actually does a great job in building up tension for a potential stunning conclusion reveal, though sadly, it never quite ties all the loose ends together. The Lost Temple | CU Adventures In Time & Space STILL ONE HELL OF AN ADVENTURE What's common and unchanging to both halves, however, is nearly perfect execution of of the designers' vision. This success lies primarily with an interface that is easy to pick up and even easier to fall in love with. Upon logging in, I am immediately immersed into the story universe of "Temple". This effect feels both prompt and organic, as the experience opens with delightful background jazz music that helps set both the time period and the mood, immediately followed by the game premise narrated by an excellent voice actor. His outstanding voice performance will continue throughout, sparing most reading responsibility from the customers, which 1) is great news for those who dread text reading, and 2) gives the experience an extra layer of mystique from his dark, almost ominous tone. The visuals, mainly composed of sepia-tone photographs, fit the theme well and are great to look at. Solution input systems are equally well designed: elegant to the eyes, intuitive to the hands (or rather, the mouse cursor). As one progresses throughout the game, a particular scenario may prompt players to refer to specific pages of the print-and play assets, aka the PDF file. Often, this would require the patron to start cutting papers to create specific props to help solve related puzzles, though ingeniously, this is never 100% necessary: There is a second, separate "printer-less" PDF file that provides the same information, modified slightly, to bypass the printing requirement. Digital + Print & Play Version: affordable option, a clear steal for its value | CU Adventures In Time & Space This is a major game changer, because the print-and-play aspect is a true extension of what appears onscreen, not a demanding requirement that must be fulfilled. Should one decide to complete the game entirely online, there is the option to, and the experience would already be reasonably immersive and awesome. Should one desire more, then cut away! If not, skip it! The choice is YOURS. Ultimately, while I do agree that playing with the print-and-play pages as intended creates a more fulfilling and engaging experience, having the power and freedom to modulate the degree of participation most fitting to my own liking is magnitudes more liberating and satisfying. My untalented fingers, unfit for heavy crafting, are ever so grateful. Also available is a feature for remote group play, with 1 person designated as leader, and 5 more companions can join and help solve the mystery. I can't comment much on this since I am a one-man, lone-wolf operation, but it's worth mentioning and seems useful for those who enjoy the luxury of friendships. (...What's that like?) Deluxe Printed Edition: if you wanna splurge for the ultimate experience | CU Adventures In Time & Space FINAL THOUGHTS As a whole, "The Lost Temple" is an escape room that every self-respecting escape artist should try, especially those who have not yet gamed with CU Adventures in Illinois. Available in 3 variations basing on financial preference ("Print Yourself", "Print For You", and "Deluxe Edition"), "Temple" is an insanely inexpensive option to experience, with an entertainment value far trumping some competitors costing twice or even thrice the admission price. ◣ TIPS ★ Certain elements look different in the game interface than in the PDF file; in such cases, treat those in PDF as official. ★ Should any boxy shapes baffle you so, try thinking a bit less analog, and a bit more digital. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. CUATemple.

  • Review: Episode One: Stolen IQ | clueQuest (Print + Cut + Escape)

    OFFICIAL INFO FROM COMPANY... 🕹️ Episode One: Stolen IQ 🌐 clueQuest ▪ clueQuest "Print + Cut + Escape" 🗺️ Based In United Kingdom ⏲️ 90 Minutes ▪ 💪 4/5 ▪ 🔢 N/A THE PREMISE 📚 Your mission in Stolen IQ is to decode a series of secret messages from a compromised and imprisoned agent, Lisa Hammerschmidt. Together, you can stop the evil Professor Blacksheep in his tracks, rescuing the world’s top scientists he has kidnapped for dreams of world domination. THE GUIDE THIS IS CLASSIFIED AS... ▪ Play At Home » Print & Play Puzzle Game HMMM. SOME QUICK INFO? ▪ Best fit for: Similar to most print-and-plays, bored people at home with not much to do. Cutting papers tend to eat up your time quite efficiently. Narrative-wise, this is a super spy vs super villain battle, if you're into this sorta thing! ▪ Overall takeaway: Entertaining, fairly clever puzzles, and fairly attractive storyline--though you won't get to dig deeper plot-wise until Episode Two. With potentials to elevate even higher. I guess we'll see where the series goes next! GREAT! ANY ADVICE OR TIPS? 💪 On company's site, difficulty is officially listed as a 4/5. 🧐 However, based on my team of 1, it felt subjectively like almost a 5/10. I haven't seen some of the game elements before. 🔢 With the reasoning above, I would recommend a team of 1 to 2. But I prefer a solo play, so I can go at my own pace. 🗨️ Everything needed to solve a puzzle set is already arranged in the perfect order, on consecutive pages, in the PDF file. 🗨️ A Youtube-video-based surprise bonus game awaits you at the end. Be sure to look out for it! MY BODY IS READY! NOW WHAT? 🛒 TO BUY, CLICK HERE! ▪ For this: Print & play media requires PDF Reader to load the file, printer and paper to print, and scissors to cut. ▪ Alternatively, the company can have everything printed and mailed to you for an optional premium surcharge. THE REVIEW Episode One: Stolen IQ | clueQuest THAT'S A LOT OF NAMES! "Episode One: Stolen IQ" is the first of the three episodes of print-and-play escape games from clueQuest I will be covering on this blog in the coming weeks. And even right from the beginning, I know this is an ambitious story universe that could prove quite engaging, and even consuming, because... NAMES! So many names! Let me take a stab at this... Villain Professor BlackSheep (the bad guy) has been planning for world domination for years. Most recently, he's rumored to be kidnapping the brightest minds of the scientific community through a mysterious network known as AlphaBrain, operating at a secret location called The Cube. Frank Erikson, leader of the SkyEye satellite project, is the latest abduction victim. But it's ok! Because clueQuest's VIP spy Agent Crimson is on the case! Oh never mind! She's JUST been captured as well and now also jailed at The Cube. Oy. Better pay The Cube a visit. Also, BlackSheep's nemesis is Mr Q (the good guy), and Crimson's father is Hammerschmidt. Whew! Got it! Admittedly, this is a lot to take in when first getting started, but I believe that, often, having the willingness and effort to paint a detailed picture results in a handsome payoff in the form of a captivating story. So I am rooting for this to be case. OVERALL IMPRESSION The game starts off with a short brief, followed by an emergency video message transmitted to Mission Control just in the nick of time, moments before Agent Crimson falls under arrest from BlackSheep's henchmen. This supplemental online content, along with the main "required" reading found on the print-and-play PDF file, gets players quickly up to date, and establishes the main objectives clearly. In fact, this motion of going back and forth between online and physical information will be the stable of clueQuest's way to telling the tale of our covert mission. While I don't think this is the most convenient and ergonomic route for the customers, since having to tilt my head up and down between media gets a bit burdensome on my neck, it does get the job done relatively well. To be fair, between the complementary information between the two sources, the narrative feels complete, and I rather have a well told adventure over a half-baked non-story any day. Once familiar with this approach, I dive into the main plot chapter by chapter. The entire episode is divided into 3 easily digestible chapters, with a little summary of the premise thus far in the beginning, and a handful of puzzle games to solve to advance the storyline closely following. Chapter 1 and 2 deals with our lead with the missing scientist Erikson, and Chapter 3 lands us in the heart of the secret hideout The Cube. Hopefully we'll find Crimson there and initiate a smooth and speedy extraction. As far as narrative goes, after completing the entire Episode One, I really wish more would've happened. The main goal has indeed been addressed, but this episode sets up more questions than answers, and most definitely leaves me feeling hanging than resolved. And exactly because I've learned almost close to nothing of espionage gain compared to the beginning, I can't wait to find out more in Episode Two! Episode One: Stolen IQ | clueQuest DELIGHTFULLY PRINTED PUZLES Now, the puzzles! To simply put, clueQuest has exceeded my expectation, especially when they've created puzzles that actually take advantage of the print-and-play format. In the past, I've played products that require printing solely to keep budget low and production low maintenance--surely not a cardinal sin, just not very exciting. Therefore, it's gratifying to see companies providing challenges that are reasonably hands on. Jigsaw puzzle style mini games would be one such example, albeit a tad basic, and surely enough, "Stolen IQ" has one of these, and it's tastefully, logically, and heartbreakingly illustrated. (The expensive tablet!) My favorite of the bunch, however, is one that's much more appealing than a simple jigsaw. Without outright spoiling the solution, this one particular puzzle involves fun and genius overlapping of pieces of paper, and it's incidentally a first-time experience. Perhaps it's the novelty factor; personally, it's made for the most memorable moment in my entire game. Furthermore, the extent to which the patrons have to perform paper craft is precisely right for my liking. Some games wish for me to really channel my inner sculptor to turn a flat piece of paper into three dimensional cubes, and I (and my fat, non-nimble fingers) just let out a collective sigh, knowing I'm about to spawn some horrific abominations. "Stolen IQ" does NOT go this route. Everything is effortlessly manageable, and I am so ever thankful! Episode One: Stolen IQ | clueQuest "Stolen IQ" shouldn't take too long to play; I would imagine most people would take around 1 hour to complete everything if really concentrated. With most print-and-play entertainment, you would indeed dedicate a good chunk of time with your handy scissors. The good news is, you could save a lot of time by skipping the cutting for pages of evidence that you only need to visually examine, but in no way need to manually manipulate... ...Which brings me to my next observation/suggestion: why print and cut those elements at all? One early puzzle utilizes voicemail audio; it's positively humorous (commendable voice acting!) and adds so much personality to an otherwise muted web presentation. Similarly, videos clips at the start and the end bring the action alive, more should be implemented. As such, within the PDF file, for much of the reading, and maybe even the static elements (ie, evidence that need not to be printed), why not lift those from the paper, instead convert them into contents that can be easily seen, heard, or watched online, and thereby producing a sensory paper-online hybrid experience? FINAL THOUGHTS Overall, clueQuest has cooked up a quality print-and-play puzzle game, and also arguably one that stands out from the crowd for its above-average storyline, puzzles, and some pretty amazing looking graphic arts. (While I am aware that I did not spend much time praising the production value in particular, this does not diminish the actual artistry quality--which is, I again emphasize, pretty nifty!) I look forward to what's in store in the subsequent episodes, and if this overall style and trend continues, it'll shape up to quite the satisfying series. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. CQStolen.

  • Review: A Pirates Life | Try2Escape By Leisure King

    A Pirates Life from Try2Escape (Based In The United Kingdom) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Online Puzzle Game 💪 Difficulty not specified by company. ⏲️ Time duration not specified by company. But no time limit. 🔢 Recommended for 2 to 8 players by company. 💬 Hints available (3 total) at the bottom of each puzzle page. Solution also accessible should you need it. 🛒 If you PURCHASE GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's Team of 1, most puzzles range from 2 to 4/10, but mostly due to repetitive tasks. 🔢 Ideal Team Size: This game format dictates appropriate team size; I'd recommend 1 to 2, maybe more if for kids. 🤷‍♂️ Best Fit For: Younger audience who are not yet overexposed to commonly found puzzles like crosswords, mazes, etc. 😐 Overall Takeaway: A mashup of classic games such as mazes, jigsaw puzzles, and ciphers, dressed in an also classic pirate theme of "Let's hunt for treasures!" Many activities to do in an hour, though not many surprises to be found. ◣ PREMISE Get your team ready to sail the high seas in our new online escape game in search of Blackbeard’s Treasure, you will have to use your wits and cunning up against pirates, sea monsters and many other interesting characters. (Our game also includes a printable PDF which includes learn how to speak like a pirate, drink ideas for cocktails and mocktails, printable hats, eye patches and your own pet parrot.  Everything you need to become pirate legends.) ◣ ANALYSIS PIRATES, BECAUSE, IT'S A CLASSIC Try2Escape is a new division of Leisure King, a United Kingdom that specializes in event planning. Freshly venturing in the escape room territory, this company provides both mobile and online versions of escape rooms. "A Pirates Life" follows what seems to be an unsaid rite of passage of all new escape game establishments, because once upon a time, somewhere, the God of all escape rooms just decided, "Let there be light! And pirates! Hoards of them! Never-ending supply of skulls, swords, and cannonballs!" So yarrrrrgh. We arrrgh goin' treasure hunting tonight. The overall narrative doesn't deviate much from what one would typically expect. You get jailed, you break out of said jail, and with your newly gained freedom, you recruit sailors, get a ship, and set sail to find your treasure chest. It's all been said and done before. If you're a die-hard fan, it's a well-cherished classic tale. For those who are looking for something fresh and new, this will most probably fail to excite. A Pirates Life | Try2Escape By Leisure King HONEST EFFORT, BUT FEW MISSTEPS The game puts in an honest effort in carrying a semi-engaging plot while introducing a relevant puzzle at appropriate reading break point. Each game webpage follows the same standardized format: story, puzzle, hints, and solution input. I genuinely recognize the company's attempt in creating a story universe to house their brainteasers, and I appreciate that they did not do so with excessive amount of required reading. Alas, as already mentioned, this is a plot told countless times prior. For any diehard escape room player, or anyone of adult age, perhaps, this lacks that something special, that "it factor", that would successfully capture attention. As such, I couldn't bring myself to care as the mundane plot unfolds. If I were to make my best guess, the true issue is the puzzle choices. I almost feel that all the puzzles are already pre-determined, as if the designers have already set their hearts on having one maze here, one sliding puzzle there, and sprinkle in one (or two) cipher decoding(s) for good "escape room" measures, and then try write their way around them into a compelling buccaneer adventure--it just doesn't work very well. In fact, to bring customers an immersive and true pirate experience, crosswords, word searches, and trivia quizzes do not make up the best crew. No matter how one spins it, no matter how creative an author gets, at no point should a maritime adventure conclude in the format of a multiple-choice test, agreed? Let these unfit crewmates walk the plank and sleep with the fishes... Best to recruit a new team. A Pirates Life | Try2Escape By Leisure King A COLLECTION OF CHILDHOOD CLASSICS At its core, "A Pirates Life" is a greatest hits album of popular childhood games that stand the test of time. And while the likes of crossword and jigsaw puzzles certainly have earned their unwavering places in our culture, simply bundling them up all together in one package doesn't necessarily translate to greatness. Not in a pirate themed escape room--or any escape room, for that matter. But! This is a collection of time-tried puzzles after all, so there is a handful of highlights that I deem enjoyable: A "Guess Who?" inspired puzzle is an unexpected reunion with one of my most memorable and beloved childhood toys, and it's programmed to run ever so smoothly and user-friendly as an online experience. Rebus puzzles also make an appearance late in game, and it's one of the few instances that I feel legitimately challenged and therefore mentally fulfilled. A large percentage of the puzzles are seemingly more fitted for a younger audience. That is, my not having as much fun as intended may be due to my not being in the targeted demographics. While I find tracing my way through a circular maze marginally increases my happiness level, it could be the best time for a young tween with their parent. (Strangely enough, one cipher wheel puzzle gets so mindbogglingly yet unnecessarily difficult, I've ultimately chosen to skip it! Whoops!) Yet, there is a silver lining: there are *tons* of puzzles to work through. If you're looking to fill an hour's time with something light and simple, this does the job more than adequately. I walked away having learned a couple of talk-like-a-pirate vocabulary terms, an unintended but certainly welcome side effect. However, for this company's next publication, I would undoubtedly treasure quality, along with innovation and surprises, over just plain ol' quantity. A Pirates Life | Try2Escape By Leisure King FINAL THOUGHTS Leisure King is an event planning company, so it's possible that while they've mastered certain aspects of a good time, (as evidenced by their delicious suggestions of accompanying cocktails,) they have not quite yet grasped what makes an at-home escape game ideal. As their new division of Try2Escape works through its growing pains, I hope they will find within themselves creativity and novelty that help them stand out in an already competitor-filled industry. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. T2EPiratesLife.

  • Review: The Emerald Flame (Prototype Version) | PostCurious

    The Emerald Flame (Prototype Version) from PostCurious (Based In The United States) ◣ GAME'S SPECS 🕹️ Stay At Home Games » On Hand Items Required » Tabletop Narrative Puzzle Game 💪 Includes "puzzles of varying difficulty, designed to engage players of all...levels", as quoted from company. ⏲️ 6 to 9 hours of total game duration expected from company. 🔢 Suggested for solo or group cooperative play (up to 4 players) by company. 💬 Hint system via hint page. Helpful nudges reveal one at a time to assist players to solve as much as possible. 📝 Game requires box contents, internet, or more. Check for details. 🛒 If you PREORDER GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Matt's team of 1, the most difficult puzzle ranks 10/10 (!!!); more manageable ones average around 5/10. 🔢 Ideal Team Size: 2-3, if at all possible. Complexity of several puzzles will really perplex just 1 brain. Utilize teamwork! 🤷‍♂️ Best Fit For: Those who are already familiar with the general idea of puzzle hunts, and also have been exposed to other similar puzzle boxed products, will clearly have an edge at solving these beautifully produced headscratchers. 😃 Overall Takeaway: The sheer amount of contents, and the obvious and copious amount of effort, packed into the gorgeously illustrated packaging box is overwhelming. Equally overwhelming is the difficulty of some of the most intricately written, designed, and executed puzzles I've ever encountered. "The Emerald Flame" is the very definition of a premium, artistic, and mind-blowing independent puzzle creation, best fitted for those who are ready for a lengthy but rewarding and challenging journey. Prepare to enjoy this for a long haul; it'll probably take days to fully complete! OOOH. ME LIKEY. THIS JOINS "RECOMMENDED" RANK!* (*Best experienced by and most suited for non-entry-level puzzlers.) ◣ PREMISE Commissioned by the Koschei Historical Society, you will take on the role of a historical expert and embark on a quest to piece together a recipe for a transformative elixir by deciphering messages, interpreting alchemical diagrams, and manipulating mysterious artifacts. (Like a blend of escape rooms, board games, and interactive fiction, The Emerald Flame tells an exciting story over three distinct episodes, each packed with puzzles of varying difficulty designed to challenge and engage players of all experience levels.) ◣ ANALYSIS BACKGROUND "The Emerald Flame" is the second major narrative puzzle adventure from PostCurious, the company that has brought the puzzles-loving community the well-received "Tale Of Ord". Though I have not personally played "Ord", and in fact, "Emerald" is my first true exposure to this brand's work, PostCurious's reputation precedes itself. Hear me out. Having followed PostCurious's Instagram since forever ago, the account's contents, particularly its signature watercolor style artworks, have been regularly appearing in my social media feed. And though I would pay little mind to the company's name at the time, the illustrations made a lasting impression: The repeating motifs often inspired by Mother Nature, the ample usage of cryptic symbols of mythological origins, and the strangely unique brushstrokes coupled with a rainbow spectrum of colors--when a PostCurious post casually scrolls by, I always know it, and I am often fascinated by it. Fast-forward to months later, when owner-designer Rita graciously invited me to experience her upcoming creation, "The Emerald Flame", something in the back of my mind clicked. Not only did I instantly recognize the game artworks, it finally dawned on me that this is it--this is the game abuzz with crowd anticipation, this is the "Emerald Flame" that I've heard much about among my peers. And I thought, "I am about to see something really special, aren't I?" The Emerald Flame (Prototype Version) | PostCurious IMPRESSION Having dug a little deeper behind the game's development, I've come to learn that "Emerald" is a product of nearly two years in the making, a fact that becomes strikingly conspicuous when unloading contents from the packaging box. There is just... so, so, SO many materials. Out of every single product I've reviewed to date, this ranks objectively on top in terms of physical prop items in several aspects: Although I would, in reality, unpack the game contents on several separate occasions, as dictated by intended game flow, the sheer total number of tangible parts overall is overwhelming. Each initial reveal would often send my brain into a frenzied disarray of excitement, for there is just, honestly, a prolific volume of information to process. Of the tens of pieces of game artifacts used in-game, most printed media features the aforementioned signature artworks, and they are every bit as exquisite as I've expected, except now I get to really witness them in person, first hand, and up close. Because these illustrations are meant be hand-drawn correspondence from over a century ago, I especially appreciate the techniques employed to make each document look authentically hand-made. There's nothing "commercial" or "printer-esque" about them, and thereby deepening the immersion further. The remaining prop pieces comprise of what I collectively call special "magical" key items, and they usually play a significant role in the more hands-on portions of the game, especially during the climatic finale of each sub-section. Nature and format of these distinctive objects vary greatly, ranging from amulet necklace, to entomology glass slides, rosary beads, to even a legitimate candle that you may or may not have to burn (but it certainly will light up should you need it to). In short, there are surprises aplenty--often extraordinary ones--for you to discover. And if this isn't already made abundantly clear, please allow me to emphasize... production value is top-notch! The Emerald Flame (Prototype Version) | PostCurious STORYTELLING "The Emerald Flame" is a self-proclaimed narrative puzzle quest, and I agree. Much like a novel, there is a rich and complex plot that arguably rivals with the puzzles as the main attraction. Also much like in a book, "Emerald" cleverly utilizes a literary technique known as the framing device, setting up a story within a story that brings layers of intrigues and sophistications, culminating to an effective universe that engulfs players for hours to come. The game opens with a letter from President Redmond of Koschei Historical Society, inviting you, an expert researcher, to assist in the investigation of a fabled elixir once concocted by a master alchemist ages ago. Many secrets surround the elusive potion, rumored to possess great restorative and empowering properties. The exact recipe is thought to be long lost--until a collection of ancient artifacts is recently unearthed. And among the discovered are letters exchanged between a couple named Marketa and Hannah. It is through their written conversations that the true plot unfolds: From Marketa's persistent interest in alchemy mastery, and her dedication for the pursuit of the miraculous elixir, to the unfortunate consequences resulting from her stubborn and evermore seeking of such knowledge, every twist and turn of events adds more flavors and higher stakes to a story that could otherwise be more straightforward and therefore more plain. And I am so glad that is not the case! Bringing the story full circle is the ending that determines the future of Koschei Society. Without spoiling much, let's simply state that the player has the ultimate say of not just the fate of the Society, but potentially far, far beyond. Certain plot ambiguities invite players' open interpretation of what events truly transpired, though for those of us who prefer a clean-cut explanation, an unsettled feeling may linger on--there's potential for a sequel here! The Emerald Flame (Prototype Version) | PostCurious GAME PLAY The overall structure of "Emerald" is divided into 3 main chapters, coupled with a much shorter fourth "bonus" chapter that brings closure to the comprehensive story. (Or does it?) Each chapter sees a package delivered from Koschei Society to the player, a subtle direction for the player to open and reveal only one package at a time per chapter, or game session. In general, one would first examine an instruction letter from the Society to establish main objectives, then proceed to inspect letters from Marketa and/or Hannah for further (hidden) directions, and then finally delve into the rest of the objects for relevant clues. Slightly similar to a puzzle hunt, there is really no explicit guidance on how or where to begin. A high degree of freedom and non-linear play options grant players broad control on how to approach these challenges. And due to that exact high degree of freedom and therefore a lack of handholding, really, I would imagine this could prove daunting for novice players to get started, as it was the case with me, (but I'll get into that more in-depth later). The Emerald Flame (Prototype Version) | PostCurious Once you find your footing, there are roughly 5 to 8 detailed puzzles to conquer in each of the three main parts, and it is said to take about 2 to 3 hours to complete (per part) according to PostCurious. However, because each brainteaser is so intricately written with utmost deliberation, I actually recommend solving one single or maybe two puzzles per day, instead of cramming all of them together in one 2-to-3-hour contiguous session, to prevent likely brain burnout. For me personally at least, I've found my gaming experience exponentially more pleasant, and magnitudes less frustrating, if I do not rush myself, and choose to actually enjoy the contents at my own comfortable pace. Depending on your own background and experience level, the projected 9 total hours of game play may very well expand into the course of a week or two, and in this way extending the longevity of your purchase. The Emerald Flame (Prototype Version) | PostCurious PUZZLES And now, the real meat of any puzzle box games--the puzzle themselves. There is a reason why I've saved this aspect for last, as I've learned much about not only "The Emerald Flame", but also about myself as a puzzle hobbyist. Part 1 is heavily logic puzzles based, which initially gave me much anxiety about the game's overall direction. Having been primarily an escape room player, I am more accustomed to and favor puzzles that are designed to be solved within a relatively short time, the almost polar opposite to logic puzzles. Traditionally, I see a problem, get some clues, bada bing, bada boom, done. Shouldn't take much more than 5 minutes. In contrast, in "Emerald Flame", there is a real time investment, and it's definitely not something meant to be easily burned through in the matter of minutes. The early parts of "Emerald" require and reward careful observation, critical and deductive thinking, and a bit of common sense and a leap of faith. What I mean by this is, there is sometimes no surefire way to confirm if you're on the right track with 100% certainty, though common sense tends to lead me to the correct answer anyway. Once fully warmed up to this unfamiliar approach, I find myself enjoying the game more and more. The Emerald Flame (Prototype Version) | PostCurious Luckily for me, as the story progresses into Parts 2 and 3, puzzle styles start to vary, and difficulty relents. It departs from an over-reliance on logic games, and more escape-room-like challenges start to pop up. Entering a comfortable territory, I've blazed through the final portions like the titular flame with confidence and finished strong. Undeniably worth mentioning is that each individual chapter features a sort of "boss level", if you will, an extra hands-on, extra challenging, multi-layered activity of a puzzle in each chapter's final moments. These puzzles always involve usage of special tools, cool gadgets, and very out-of-the-box thinking. I've consistently fallen defeat to these expert-level brain workouts, and if it wasn't for the neatly crafted hint page, I don't think I would've completed Koschei's assignment! If you want a real crucible for your puzzle-cracking capability, this absolutely delivers. The Emerald Flame (Prototype Version) | PostCurious FINAL THOUGHTS Perhaps the one single most intricately designed puzzle product I've encountered to date, "The Emerald Flame" defies every preconception I've had about independently produced at-home entertainment. This is so much more than your typical tabletop board games--rarely would you find something this unique off a retailer shelf. And even though I was initially unconvinced of its brilliance, my own exploration and gradual evolution as a relative newcomer in the puzzle games community have helped me realize and appreciate that "Emerald" is a creation targeted at a more seasoned demographics. By no means is this an entry-level gateway toy for the mainstream public, and that's a good thing. This is a piece of art, fit for even the most jaded puzzle pro. Having finally experienced the PostCurious hype, I can now step back and declare with clarity: I may not be intelligent enough to solve all of the puzzles fully on my own, and for that, there are sobbing and regrets; nevertheless, even with a slightly bruised ego, I can fully embrace and endorse a designer who strives her absolute best to build a unique experience like no other, and congratulations to her--and to us puzzle lovers--"The Emerald Flame" achieves exactly that. ◣ TIPS ★ Something's hidden in plain sight on the packaging box art... maybe a secret puzzle and/or message?! Just maybe. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. PCEmerald.

  • Review: Boonabo Farm | Mad Genius Escapes

    Boonabo Farm from Mad Genius Escapes (Based In Portland, OR, USA) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Host Led Experience » Host-Assisted Interactive Puzzle Game 💪 Difficulty not specified by company. ⏲️ 60 minutes duration limit. 🔢 Accommodating 8 (minimum) to 16 (maximum) players, private booking. 💬 Hints and helpful tips provided via host, possibly at times unprompted to help move things along. 📝 Experience requires Zoom, internet browser (Chrome or Firefox only), mouse, and keyboard. Check for details. 📝 Note potential time difference between your location and the host's (check time zone). 🛒 If you BOOK GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Matt's Team of 8, difficulty mainly stems from intentional communication barriers & time pressure, 5/10. 🔢 Ideal Team Size: I honestly can't imagine playing with more than 8. Even with 8, there's a lot of voices talking over each other. For a game that is primarily aimed for team-building, I would limit to 10 maximum well-behaved, respectful individuals who would know when to speak up, when to shush, when to lead, and when to follow, ie team players. 🤷‍♂️ Best Fit For: Those wanting an intense hour of co-op fun. I promise you--you will walk away so happy, as such: 😂!!! 😃 Overall Takeaway: Following the success of "The Truth About Edith", Mad Genius Escapes once again brings us a unique and different type of remote entertainment option. While the narrative isn't as mysterious and the live video component not as essential as its predecessor, "Boonabo Farm" ups the ante on teamwork-based challenges, maximizes their fun factors, and most definitely holds its own. One of few to date that has made me laugh throughout the hour! OOOH. ME LIKEY. THIS JOINS "RECOMMENDED" RANK! ◣ PREMISE The Boonabos are a happy bunch. They enjoy basking in the "sand" atop the graham cracker that they live on, playing croquet, and eating barbecued jellybean and leaf pies. But one night, someone took a bite out of their universe and sent them flying onto the ground! The road home has many obstacles, but if the Boonabos work together they just might make it home! ◣ ANALYSIS A LITTLE ANT COLONY WITH A WHOLE LOT OF IMAGINATION Boonabos is a little known arthropod specie that's a fraction of the size of your everyday ant, and also the titular star of the game "Boonabo Farm". These almost microscopic insects can make a home for its entire colony out of one single graham cracker, so yeah, they're really, really small. One day, their delicious, honey-infused residence has crumbled (quite literally) at the mouth of a hungry camper; but fortunately, a large chunk of the wafer has fallen off in the distance before being devoured, as have the Boonabos themselves. Still gratefully alive, the Boonabos see that their home is still largely functional, albeit oh-so-far away. These small but mighty fighters are determined to journey their way back to home sweet home (again, quite literally), even if the great distance--maybe 20 feet, I suppose--between them may bring unimaginable obstacles and havocs! I must say, the guys over at Mad Genius Escapes are a creative bunch. Just recounting the backstory has made me realized how adorably ridiculous, yet so refreshingly inventive it really is. A simple directive of "getting 'em back home" sets up nicely to what's to follow in the next 60 minutes. Elementary, straightforward, but effective. Boonabo Farm | Mad Genius Escapes A FLASHY THROWBACK Once I've gotten over the silly introduction, (because c'mon, seriously, a graham cracker home? That's some daring, out-there writing), I quickly see that "Boonabo Farm" will be a heavily animation-based online game. As far as the animation aspect goes, it's unapologetically retro. The game logo is pulled straight out of a 80s workout VHS tape, and the game interface itself screams "Macromedia Flash". (Remember those games from 2 decades ago?) This isn't the best visuals I've seen, nor do I think it's intended to be. What it's meant to achieve, is to provide a cute and practical supporting background for which the puzzles can shine, and that it indeed does perfectly. Boonabo Farm | Mad Genius Escapes THE JOURNEY BEGINS The first challenge that's thrusted upon my team is a stone wall and gate, completely barring any paths leading back home. Darkness suddenly engulfs our entire environment, but each of us is equipped with a flashlight just powerful enough to illuminate a small portion of the screen. Quickly coordinating everyone's light sources together, we are able to see multiple symbols, equations, and numbers inscribed on the wall that do not seem to make any sense. First, we are confused. Then, we start to talk to each other, and through constructive and meaningful conversations, we quickly realize that certain players see one version of the wall, while others see another. The game is testing our ability to put 2 and 2 together (especially applicable here, since it's a math based conundrum), and as a team, to produce the whole picture from parts, and then to finally solve the actual puzzle. The first hurdle, though not without its learning curve, sets up tone and expectation nicely for the rest of the experience. It is at this point that why the theme of ants is chosen becomes abundantly clear: Almost every game will require help from fellow team members. Your own pool of information will not be enough to advance! Much like little ants, (or Boonabos,) you must work together, fast and efficiently, if you want to complete your mission before 60 minutes is up! Boonabo Farm | Mad Genius Escapes AND THE RANDOMNESS CONTINUES From there on, "Boonabo Farm" becomes a mesh-up of two Disney animations, an almost "A Bug's Life" version of "Alice In Wonderland". Much like Alice, these tiny bugs find themselves in a strange new world, and all they want to do is to find their way back home--but not without encountering some strange characters on the way first. A tongue-tied viper, an ebi fry looking anglerfish, and even some eccentric sock puppets, every well intentioned passerby offers assistance in the form of a co-op mini game. Each completed puzzle yields one step closer to Boonabos' destination. The first challenge involves the somewhat arguably unwelcome (or not) subject of mathematics; the subsequent puzzles touch on a wide array of other topics and game formats--surely, there will be something that strikes your fancy. Never had I considered a modest game of memory card match can be embellished and elevated on not one, not two, but three levels of innovation. (Quite possibly my favorite segment of them all. Pop culture, anyone?) This game also marks my first attempt of a virtual group painting, and it's much more exciting--and more hilarious--than I've ever envisioned. With 6 incredibly enjoyable levels to conquer in a game spanning exactly only 60 minutes, emotions run high. I remember giggling silly one moment but also anxiously worried the next because time is ruthlessly running out fast! Truly... an unexpected high from an otherwise tame-looking game at first glance. Boonabo Farm | Mad Genius Escapes EXCEPT FOR EDITH'S LOYAL FANS, SKIP THIS SECTION For those who are returning to Mad Genius Escapes for this new virtual escape game experience, "Boonabo Farm" does contrast with "The Truth About Edith" in a handful of significant ways; and among those, worth mentioning are: This is a much more to-the-point adventure. There is no mystery to solve. And there is no hopping from site to site all over the inter-web to dig for the truth. In fact, there's no need to even jog down any notes beyond the first math-based challenge. The key to success and maximal joy is to communicate, mingle, and interact with your fellow group members. So keep chatting, mix it up, and laugh aloud. This is as much team-building as it is hanging out. While there is also one live video feed component within "Boonabo Farm", it is nowhere as extensively employed, both in the narrative or game play perspectives, as it is in "Edith". In the case of "Edith", the live video functions almost as a grand finale reveal that ties all loose ends together; while in "Boonabo", it's more of a bonus, even sort of a tagged on afterthought. Like the very essence of this game, it's still cute, but just not as impactful. Backstory of our team name? Because we're just useless in the games... a-duh | Mad Genius Escapes FINAL THOUGHTS What made "The Truth About Edith" so memorable is its innovation and unusual vision to Zoom remote gaming, and I wholeheartedly confirm that the Mad Genius has done it again with "Boonabo Farm". However, it is imperative to note these are two entirely different games--each with its own unique charms, best to be both experienced with separate expectations and mindsets. To accurately illustrate and support my recommendation for "Boonabo", I will tell you plainly, this is one game that has me laughing out loud throughout the hour, a feat not easily or commonly attainable. It's honestly a lot of fun! Candidly speaking, I recognize that I cannot attribute all credits to the game makers, for it is my lovely teammates that reliably and consistently say and act outrageous things that crack everyone up. However, it is "Boonabo Farm" after all, that sets the perfect stage and opportunity for us to enjoy the puzzles, the humor, and of course, each other's company. Boonabo Farm | Mad Genius Escapes ◣ TIPS ★ You may consider asking the host on proper input method prior to each segment; some are not perfectly intuitive. ★ Read instructions carefully. Slow down, breathe, and read. It may be hard only because you're rushing! ★ When dealing with passwords, a literal interpretation may just pave the way home... Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. MGEBoonabo.

  • Review: An Enola Holmes Adventure | Escape Hunt UK

    An Enola Holmes Adventure from Escape Hunt (Based In The United Kingdom) ◣ GAME'S SPECS 🕹️ Stay At Home Games » On Hand Items Required » Print & Play (PDF File Based) Puzzle Game 💪 Recommended for ages 8 and up by company. ⏲️ 1 hour duration as suggested by company. 🔢 For 1 to 6 players as suggested by company. 💬 Hints provided via one printed hint page; look in mirror when needed! Solutions also available online. 📝 Game requires printed media, scissors, mirror, internet connection, or more. Check for details. 🛒 If you ACCESS GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 1, the hardest puzzle receives a 4/10. Some simpler ones are easily 1/10, though. 🔢 Ideal Team Size: For games that require hands-on manipulation, such as cutting or folding paper, I prefer team of 1. 🤷‍♂️ Best Fit For: It doesn't cost any money to download this Enola Holmes promo game, so if you like *free* stuff, or if you like detective genre entertainment, or just a fan of Millie Bobby Brown, why not give this a go? 🙂 Overall Takeaway: The great quality you expect from Escape Hunt's print & play games, combined with the appeal of the latest Netflix blockbuster film, and throw in a pinch of "come on, now, this is gratis!", just download this already! The PDF file, once downloaded, is yours to keep. So play it when you're ready, before OR after watching the flick. You decide! ◣ PREMISE The game is afoot! Players have the opportunity to join Enola Holmes' new detective agency - if they can prove their skill as detectives of course. Individuals displaying intelligence, bravery, and a degree of cunning are highly desired for the post. Armed with only a map of London, a newspaper, and your wits, chase Enola investigating iconic locations including Covent Garden, Bond Street and 221b Baker Street. ◣ ANALYSIS ENOLA ON THE SCREEN With the relatively recent but rapid rise of popularity for all things escape games, promotional escape rooms and adjacent products have become frequent choices to advertise movies and tv shows. The latest addition to join this trend is "Enola Holmes", starring on-screen siblings Millie Bobby Brown of "Stranger Things" fame, Superman/pecs Henry Cavill, and District 4's Finnick Odair. While I do not have any definite plans to watch the full-length streaming feature any time soon, I did make an effort to at least examine the short and sweet movie trailer to get a good enough grasp of what is the sister of the most famous sleuth in the world all about: The movie sounds like a "coming of age, finding your true self, and never let others define your destined path" type of film. Enola may not like it, but she's gonna venture into a territory she's never thought she would--to become a lady--and only to embrace who she *truly* is again later (presumably). Typical teenage girly stuff, ya know? And why of course, she also has to find her missing mum. That's where all the puzzles and mysteries come in. Got it. An Enola Holmes Adventure | Escape Hunt UK ENOLA ON THE PRINT-AND-PLAY PAPERS The film follows a more-or-less standard formula of embarking on a quest to find a missing loved one, and undoubtedly, (or so the trailer has led me to believe,) Enola will also find love (awww!) and her true calling (girl power!) on the way. Three birds in one stone, talk about efficiency. Meanwhile, this puzzle game, "An Enola Holmes Adventure", turns the table, and puts YOU in the shoes of the young lady and have YOU find HER--will you have what it takes to join the ranks of the revered Holmes family? This print-and-play adventure appropriately includes a justifiable amount of text to read along with each puzzle, granting the player just enough context to visualize an ongoing tale without bogging down the momentum of a cat-and-mouse chase. (After all, it would be entirely absurd for a movie promotion to be completely void of a narrative, since a captivating story is the soul of a great film.) With that said, the overall in-game plot isn't super fascinating, but serves its purpose capably. It is worth noting that it sends a very positive and empowering message for girls everywhere with its admittedly cliché ending, but hey, good values and morals are always in fashion, whether it be on Bond Street, London or anywhere else on the globe. An Enola Holmes Adventure | Escape Hunt UK ONE DETECTIVE CHASES ANOTHER As an escape puzzle game, "Enola" is intelligently constructed, and rewards generously to those who have watched the motion picture with its seemingly endless tie-ins. Even I, only having watched the trailer prior, am able to easily pick out and appreciate the many details included in the paper adventure. To start, the very first riddle to be solved, an anagram hidden plainly on the London Gazette newspaper, can be easily overcome for players who are familiar with Enola's name origin, a subject prominently featured in the trailer. (Enola spelled backwards is alone. The Holmes matriarch is a Pokémon fan, I see!) And thus, this begins a puzzle experience that feels snugly interconnected with its movie counterpart, sending participants to their first of many locations for investigation. And yes, these locations could very well be the exact same ones appearing the the movie! The quest continues with challenges of a *great* variety, ranging from simple jigsaw puzzles, to origami (What?! Awesome!), math deductions, cipher decoding, to even the dreaded logic puzzle (Blah!). There's something for everybody. Add a touch of class to any outfit to an instant bowtie; some assembly required | Escape Hunt UK Solution of one puzzle yields the next destination to inspect, thereby generating another puzzle to tackle. This creates a linear path paralleling to Enola's journey from the film, a grand and lovely tread all over the map of London. This tactic, having to follow leads from one location after another, is perhaps the most obvious, but also the most suitable and realistic "detective chase" approach to structure the game. And though I've seen this done before for other games of the same genre, it still feels assuredly pleasant. Hey, when it works, it works! Strangely enough, the first half of the puzzle roster is unevenly difficult compared to the latter half. Without exaggeration, I have half-struggled for the first thirty minutes, but finished the last four brainteasers (a term loosely applied here) effortlessly without much thinking. Not exactly a complaint; I gladly take all the wins I can get. An Enola Holmes Adventure | Escape Hunt UK FINAL THOUGHTS This beautifully produced at-home game title is a great complement to the beautifully shot movie, utilizing the same gorgeous graphics that are also employed both in the actual film and its various marketing materials. The partnership between Netflix and Escape Hunt did a great job of integrating this nifty little puzzle package into the "Enola Holmes" cinematic universe; and good news, it is currently available for download at no cost for a limit time. So, free, huh. It doesn't take a Sherlock to figure out what you should do next. P.S. You should obtain a copy now. That's what I am getting at. Toodle loo. ◣ TIPS ★ Before starting any puzzle, peruse the London Gazette in its entirely. Every article helps solve a mystery. ★ Do you dislike the one logic puzzle? Skipping it may be an option if you catch a certain fine detail in the newspaper! ★ Scrabble fan? Keep track of all the tiles you encounter in order for a meta-finale as any good detective would. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. EHEnola.

  • Review: Unlocked: Rogue Scientist 1990 | The Escape Game: Unlocked

    Unlocked: Rogue Scientist 1990 from The Escape Game (Based In The United States) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Online Puzzle Game 💪 Recommended for ages 12 and up, but appropriate for all ages. ⏲️ Time duration not specified by company. But no time limit to game play. 🔢 Recommended for 1 to 4 players by company. 💬 Hints available in dedicated hints section. Clues and answer reveal sequentially by player. 🛒 If you PURCHASE GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's Team of 1, 2/10 at most. Only 1 puzzle stumped me, but I got through it without any hint. 🔢 Ideal Team Size: For fanatics of escape rooms and puzzle games, due to this's being quite easy, solo team is best. 🤷‍♂️ Best Fit For: Fans of the company The Escape Game, its Unlocked online game series, or just casual puzzlers. 😃 Overall Takeaway: A cute 90s throwback experience with the most amount of lovely, lovely science themed puzzles in a web based game I've seen. "Rogue Scientist 1990" features delightful challenges that are a bit too catering to novice players for my experience level, and a story that begs for much more development and expansion--exactly why I can't wait for the sequel to grace us soon. (Perhaps a holiday release as a gift option for the community?) ◣ PREMISE The year is 1990. A rogue scientist, Dr. Humphreys, has begun pushing his research over the line and performing dangerous genetic experiments. The Agency for International Reconnaissance (AIR) needs your technological expertise to dig up digital clues, connect the dots, and track down Humphreys before he goes too far. ◣ ANALYSIS UNLOCK THE FUN ONCE MORE When The Escape Game releases another installment for their "Unlocked" online puzzle game series, I drop what I'm doing, smile, and say "Yasss, pleaseee!!!" You know why? Because as far as affordable escape-room-like online games go, TEG absolutely knows their core audience and what they want. More importantly, TEG also knows their craft inside and out. Through numerous past experiments and ventures, it's discovered the exact formula of what works best, and it hasn't deviated from it much since. So technically, yes, due to this very reason, the final products do tend to end up somewhat similar and predictable, but I can't argue the fact that they are still predictably high quality, predictably fun, and predictably users friendly. Their previous 3 entries, "Chasing Hahn", "The Silk Road", and "Hanna Unlocked" are all fantastically produced. They look good, play smoothly, and are great complements to a lazy weekend. "Rogue Scientist 1990" certainly continues this tradition, though this time, TEG says, "But make it retro!" Unlocked: Rogue Scientist 1990 | Credits: The Escape Game: Unlocked MY AGE IS SHOWING "Rogue Scientist 1990" takes place, well, in the year 1990, the dark age when inter-web comes alive only after a lengthy, ear-piercing dial-up modem scream (bloody hell), and the Human Genome Project is barely starting up. DNA molecules are all the rage, and Windows 3.1 monopolizes everyone's CRT monitor screens! That's right, kiddos. Before Windows 10, there is Windows 2000. And before Windows are named after year of release, it is, ironically like now, simply titled after a number. Just 3.1. And it is exactly Windows 3.1 that inspires this online game's player interface, and boy, does TEG do a good job. Buttons are blocky, icons are low-res, background is of a cloudy sky blue, but oh so pixelated. Oh, how this captures so accurately the terrible computing experience we've had to endure just decades ago! Children of the 80s, rejoice the nostalgia! The throwback most definitely earns a brownie point with this old geezer; so as far as visuals goes, once again, I am a fan. Unlocked: Rogue Scientist 1990 | Credits: The Escape Game: Unlocked SCICENCE IS AWESOME Plot wise, while I'm most definitely disappointed to see the lack of Hahn's return (perhaps his saga is complete, at least for now, after all), I do understand The Agency For International Reconnaissance has to take care of more criminals than just one pompous art curator. It's time for someone else to take the spotlight. AIR now has its eyes on a band of scientists, unethically performing questionable experiments on live subjects. Our job is to identify our targets and shut down their bad guys science project from the top up--by arresting their ring leader Raymond Humphreys. The lore behind Humphreys isn't as extensive as Hahn's, but it'll do for now. Following the hot trail of these academic bad apples expectedly yield a handful of enjoyable puzzles, and due to the setting's taking place at a university, everything's themed after science courses, and man was I in heaven. I. LOVE. SCIENCE. ❤️ I am not an expert on chemistry, bio, or genetics, per se, but the fact that these mini games reference to the subjects I've studied spanning across about a quarter of my life does stir up swirls of emotions in my heart. No, you do not need any prior knowledge from these subjects to succeed, but your enjoyment may rise significantly if you connect to the puzzles on a personal level--as have I. ✌️ Unlocked: Rogue Scientist 1990 | Credits: The Escape Game: Unlocked FAMILIAR TERRITORIES Strictly from a game play stand point, these puzzles are rather easy, simple, and to the point. Follow instructions on the page, do exactly as instructed, recognize key info and pattern, then connect the dots and you'll be on your way. I see a couple of things recycled from prior installments, notably some same elements from "Hanna". The final part of "Rogue" also features a mini escape room experience, and though it's entertaining, it feels somewhat disjointed: Having the users transition suddenly from working within the confines of a desktop window (literally) to interacting with lab equipment with a direct eye's view feels off. Perhaps this warrants a better segue, but I relish the puzzles all the same. Beginners will have no problem completing the game, especially when supplemented with the handy hints page. Experts will probably fly through. While a couple of problems stalled me briefly, with a bit of brute-forcing, I've finished the game under 35 to 40 minutes. Therefore, in this regard, I do wish Unlocked could've presented more of a true challenge; though once again, I emphasize, it's a fun, cute game to pass the time. I wish I had this as a kid in the 90s! Interestingly enough, honestly at no point must these challenges occur in 1990. They could be easily modified to fit today's world as we know it, so why hone in on the 90s, I wonder? Unlocked: Rogue Scientist 1990 | Credits: The Escape Game: Unlocked FINAL THOUGHTS Upon finishing all objectives, we come to find out once more AIR is no good at capturing any of its targets. Hahn's gotten away (initially), and same here with Humphreys! Does AIR train their agents with proper spying techniques at all?! Before the game completely concludes, it provides a very satisfactory answer to my burning question of "Why the 90s?" In a cliffhanger sequence, it shows that 30 years later, at present time, AIR's got a new hit on Humphreys! DUN DUN DUN! A sequel will follow up... soon-ish! Say whattt?! And yasss, pleaseee!!! ◣ TIPS ★ You'll need more than just your browser for an early part of this game. You probably have it around you already. ★ Pull away and look from afar for a certain textbook page... Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TEGRogue.

  • Review: Season 1 (Disappearance Of Claire Makova), Episode 1 | The Detective Society

    Season 1: The Disappearance Of Claire Makova, Episode 1 from The Detective Society (Based In The United Kingdom) ◣ GAME'S SPECS 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Mail Subscription Service 🕹️ Stay At Home Games » Online Puzzle Game 💪 Recommended for ages 14+ by company. ⏲️ 90-120 minutes duration as suggested by company. 🔢 Play solo or with friends as suggested by company. 💬 Hint system via hint page. Two clues, then the actual answer, are available for sequential reveal. 📝 Game requires mail contents, internet, email, phone (for call/text), or more. Check for details. 🛒 If you PURCHASE GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 1, fairly easy, 3 or 4/10. I did use a clue or two to help move things along. 🔢 Ideal Team Size: Games of this style are best enjoyed solo or at most with two. Materials are hard to share otherwise. 🤷‍♂️ Best Fit For: You like playing detective? Also enjoy the unexpected turn of events a la soap opera? This fits the bill. 😃 Overall Takeaway: An introductory missing-person investigation that's about to turn into a case much more substantial. A well paced (once the main plot gets going) and well executed pilot to what seems like a promising multi-episode story arc, with genuinely suitable and fun puzzles that propel this to being one of the top options available. OOOH. ME LIKEY. THIS JOINS "RECOMMENDED" RANK! ◣ PREMISE Ah yes, The Disappearance of Claire Makova. A most intriguing case. Where on earth is she? And why has she disappeared? ◣ ANALYSIS UH UH UH, PROVE YOUR WORTH FIRST! Of all available "Detective Societies" to join, this is certainly one of the most interesting and polished ones. My assignment began well before my confidential package had even arrived at my mailbox. In my other inbox--the electronic variety--sat a message from the head of the Society, briefing me on how our client Dolosus Global, a security consultancy, needed help in locating a missing person for a high-profile individual. The mail package--which would indeed arrive just days later--contained Envelopes X, Y, and Z, and a plastic dossier. Everything I needed to solve the missing person case was in the plastic folder, but it's padlocked. To open this lock, I would need to extract key info from both the email and the 3 mysterious envelopes. Why all the hoops to jump through? To prove my worth, they say. Pssst. This is the Escape Mattster, baby. I got this. Season 1 (Disappearance Of Claire Makova), Episode 1 | Credits: The Detective Society AN UNUSUAL FIRST IMPRESSION From the start, this entrance-exam-like intro to Detective Society sets itself apart from most games I've reviewed: First, not only does the email serve as a friendly heads-up of "Hey, you got some goodies about to arrive at your doorstep!", it also gives the eager customer something to do: The communication presents a minor brainteaser, a mental appetizer for the hungry player to nibble on. Next, by introducing Dolosus Global early on, it lays the groundwork of a universe the patron is about to enter. Immersion is all about enclosing the participant in the details of a world the designers have created, so by exposing it to the customer as soon as possible, and as much as possible, this logically yields the best results. So I commend this approach. Finally, simply, this is rarely done! As slightly upsetting as it sounds, it's weirdly intriguing how an establishment concurrently seeks for my help and yet also harbors a healthy amount of skepticism in my aptitude. Ha! You've made an impression, all right. Now let's see where else this takes me. Season 1 (Disappearance Of Claire Makova), Episode 1 | Credits: The Detective Society LITERALLY UNLOCKING THE MAIN ATTRACTION I'm able to solve the puzzles in Envelopes X, Y, and Z with relative ease. Of these puzzles, two are standard, a bit too math-heavy and formulaic to my liking, but the third is quite the charmer! This entire preface section is arguably a toss-up; some may find it inventive, others may deem it superfluous. But in either case, don't you worry... The best is yet to come! The solutions together transform into the padlock combo, and as an escape room lover, I can tell you, few things else imitate well the unique rush of actually undoing a lock in real life. Ahhhhh. Satisfying. And it is exactly this exciting moment that "Season One: The Disappearance Of Claire Makova" truly kicks off. You've at last *literally* unlocked the main course. Everything prior, even if a bit lackluster, is frankly just prep work. Warm up, if you will. Now fasten your seatbelt, because this ride is about to go full speed ahead. Season 1 (Disappearance Of Claire Makova), Episode 1 | Credits: The Detective Society A JOB WELL DONE... WELL, IT'S DONE Admittedly, while it took a bit of time to really get the engine started, from here on out, it's a smooth and incredible ride--nothing but an engaging narrative, fun puzzles, and a bombshell of an ending, but let's circle back to that later. Having finally gained access to the locked folder, you're told that Ambassador from the (fictitious) Republic of Molvaria, Leonid Makova, hasn't seen his daughter for days. It is her, Claire Makova, that Dolosus Global cannot get ahold of, and now it's up to you to rummage through photos, text messages, and even bank records to try to make sense of it all. What seemingly appears to be a worried parent longing to see his missing child masks a story much more complicated--and noxious--than at first glance. As far as plot goes, I have to give huge props to the creators for telling the story the way they did. I really wonder how many players saw the ending coming, because I certainly did not! An obvious cliffhanger toys with my conscience: Whatever happened, or will happen, to Claire? Did I do a good job, or a terrible job?! What I do know for certain is... I want to know more. I am hooked. I want Episode Two... NOW. And be ready for a startling confession from the head of Dolosus Global, Gareth. If you feel urge to uppercut him afterwards, go on ahead, for he certainly deserves it for undermining some of the greatest talents in the industry--you. Season 1 (Disappearance Of Claire Makova), Episode 1 | Credits: The Detective Society THE HIGHLY ENTERTAINING SEARCH FOR CLARIE The various puzzles leading to Claire's whereabouts are honestly some of my recent favorites. They incorporate very naturally with the premise, really blending together beautifully as a believable backdrop of a detective investigation. From hacking into Claire's online banking account, to contacting her friends and coworkers, and to finally tracking down her specific itinerary, every step feels logical and plausible, which should engross the player in the most fun fashion possible without their ever questioning if the puzzles make sense--because again, they absolutely do. I initially want to pick a favorite puzzle to better illustrate my point, but as it turns out, I honestly like all of them across the board. Puzzles involve gathering intel scattered here and there, quite a bit of e-communicating with various characters, then ultimately piecing all the jigsaw pieces back together, and revealing a lead for your next destination--very much like a real investigation. In addition, not one single challenge stands out as excessively more difficult than the rest, rendering the entire game play not only enjoyable but consistent throughout, which I vastly appreciate. Bank Of Molvaria: A Molvarian always pays his debts. Or else. | Credits: The Detective Society MOLVARIA IS A FUNNY NATION The quality of the physical items (clues and such) included in the mail package is decent. I personally feel that the photographs should've been printed on glossy photo papers for added authenticity, and texts (SMS) logs in printed format are rather bizarre. However, they are at least serviceable and are very small imperfections in a bigger picture. Besides, the true production strength lies not within the on-hand items I received, but in the various faux websites I have navigated on during my sleuthing. Take Bank of Molvaria, the bank of choice for Claire, for example. Functionally, it's the entry point in which players gain insight to the missing subject's financial habits; but aesthetically, it looks incredibly legitimate and elegant. Not only that, dashes of dry humor are scattered throughout: Did you know that if you do not keep up with your repayments, the Bank of Molvaria has the right to demand repayment in full at any time and for any reason? And that the bank has the motto of "A Molvarian always pays his debts"? Ominous. You better keep up with your payments or risk losing a limb or two. Such humorous Easter eggs are found all over the various websites--and there're quite a few--made specifically for the Detective Society games. If you find yourself clicking on all the links and soaking up all the funny tidbits the creators planted instead of actually playing the game, you aren't the only one, I personally assure you. Season 1 (Disappearance Of Claire Makova), Episode 1 | Credits: The Detective Society FINAL THOUGHTS What I initially thought was a cute society to perhaps solve one self-contained case per episode turns out to be an overarching season of captivating twists and turns, with Claire Makova's true fate still very much up in the air. Episode One offers quite a strong start and should garner many instant fans. Also, while not terribly significant, but certainly doesn't hurt, each episode offers a unique souvenir enamel pin to commemorate your mission completion. This particular one features a kitty cat. Meow! (Save The Kittens!) ◣ TIPS ★ If you don't live in the UK, (or even if you do,) it's OK to Google for which local airport is closest to France. ;) ★ Problem with the number reels of the padlock? Be sure to NOT pull the lock down while inputting the combo. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. TDSClaire.

  • Review: Operation Nightwalker (Remote) | MindTrap Escape Room (Murrieta)

    Operation Nightwalker from Mindtrap Escape Room (Based In Murrieta, CA, USA) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Avatar-Led Remote Escape Rooms 💪 Rated as 8/10 (for in-person version) by company. ⏲️ 60 minutes duration limit. 🔢 Accommodating 3-10 Zoom connections, private booking. 💬 Hints given through avatar. They will help subtly, such as via specific camera angle, to nudge players along. 💼 Inventory platform designed in-house by company! 360° (or similar) room view available. 📝 Experience requires Zoom for live feed, and internet browser for inventory. Check for details. 📝 Note potential time difference between your location and the host's (check time zone). 🛒 If you BOOK GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 3, it was actually quite easy. Probably 3/10. (Used up almost the entire hour, though.) 🔢 Ideal Team Size: Considering how we succeeded with 3, I would cap it at 4. It isn't all about what number would be most efficient in conquering all the puzzles, but more about how many together to share & enjoy visually exciting scenes. 🤷‍♂️ Best Fit For: Fans of disaster films, especially for zombie genre followers. Room is novice-friendly as well. 🍵 Boils Down To: A mildly horrific but wildly terrific zombie encounter set on the stage of a war-torn, apocalyptic Earth. 😍 Overall Rating: This provided a similar level of satisfaction, if not even more thrills, as the other Mindtrap room I've reviewed not too long ago. If "Gold Rush" was a must-do, then this must be, too. So there ya go, I highly recommend both! ...WHOA! LOVED IT. THIS JOINS 🏆 "MUST DO!" 🏆 RANK! ◣ PREMISE Allied attempts to stop the launch of the V3 rockets as part of Operation Longbow are successful... and the Axis powers have turned to the unholy powers of the undead! Your commando team must infiltrate an abandoned medical facility under cover of darkness, face the horrors of the enemy experiments, and defeat the zombie soldiers before you join their ranks! ◣ ANALYSIS Storytelling • World War 2? More Like World War Z! "Operation Nightwalker" tells a dystopian tale of a world in midst of destruction brought on by World War II. The Allies have gained the lead, but the Axis has a trump card--Black Sun Virus, an agent capable of turning ordinary war prisoners into mindless, bloodthirsty beasts, an existence somewhere between the living and the dead. They call them the undead, nightwalkers, or "zombies", if you will. Some say it is just hearsay... But can it be true? One lone private assigned to investigate an abandoned medical facility is about to find out, and you're tagging along! (Although... Exactly what 194os technology are we using to do so? Hmm... Aw well.) This young, inexperienced, and literally shivering soldier could go from zero to hero if he were to intervene the most sinister human experiment in history, and halt an imminent zombie apocalypse! (And as soon as his hands are done shaking from intense fear, he'll get right on it.) Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) What follows the next hour is an exciting, a tad creepy, but not so scary sci-fi adventure. And of course, that includes some good ol' undead action. Though all surroundings are communicated in German to reference the Nazi, "Nightwalker" at its core is a zombie game. I'll say... 25% war supporting cast, 75% zombie main star. As such, the specific plot matters relatively little, and as long as you know your goal is to stop the rise of an undead army, you're good. In fact, this escape room is so action-centric, it's rather possible for its main narrative to get lost among the chaos. Hence, your experience may feel more complete if you go in already prepped. Watch the following introduction video before logging onto your Zoom remote experience, and everything will fall into place easily: Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) Theatrics & Production • It's Quite The Show Having played the fan-favorite "Gold Rush" from Mindtrap prior, I already know from experience that the avatar leading the game will very possibly steal the show. They tend to be personable and know how to work a crowd--that much I've anticipated. What I did not foresee is "Nightwalker's" more theatrical approach in delivery. The very first thing we saw when the game camera went live was a man in army suit, confused, anxious, and longing for assistance. That's a huge departure from when usually, patrons only get to hear the avatar's voice, and rarely get to witness their worried face. Throughout the game, the camera feed will periodically switch between a familiar first-person avatar perspective, and occasionally, a third-person view to better witness certain not-to-be-missed rousing moments, best captured through a bystander's standpoint. True to its intention, every time our host put down his camera for a far shot, players are treated to a mini action movie sequence. Jump scares or otherwise (maybe a zombie brawl?!), you know something's about to happen. So forget that puzzle for a moment. You won't wanna miss this! Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) The avatar (and the second actor, wink wink) are critical to "Nightwalker's" success. Like an action movie, this game's story may not need to be fancily intricate, but the physicality needs to be well executed. Humor doesn't hurt, either. And that's exactly what Mindtrap served us tonight with much savvy. The army man speaks with an ideal amount of apprehension, but he also manages to carry a playful banter with his guests without breaking character. Should it come time to wrestle the undead, both parties give believable, and frankly, just pure fun performance that elicits plenty chuckles. Good times. To tag on a related note, as expected of Mindtrap, the set looks professional and fantastic; and as I said before about "Gold Rush", and I will say it again here, this is movie set level quality. Looking spacious and detailed, the set must be such an adrenaline rush to play in-person. In particular, I imagine the colorful--almost trippy--finale should be quite a sight to see. Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) Puzzles • An Operation Even A Rookie Can Manage The entire original roster of puzzles from the in-person edition survives to roam the night in the online rendition. There are very few padlocks to open, but majority of puzzles is still gen-1 logic based, albeit presented impressively via more tech-y props, and very enjoyable. They all translated well on the virtual interface, especially thanks to the excellent camerawork. Thematically, some correspond to battle aftermath, while others relate to general science, something I especially enjoy given my academic background. However, the puzzle designs do function differently online, since in-person, much of the difficulty derives from having crucial information being physically separated, forcing a group to communication across a room's span. This isn't feasible for online play, as info is laid out on screen readily side-by-side in your inventory. As such, I don't think any of the puzzles is necessarily super challenging in the way that a hardcore puzzler may prefer. On the flip side, this also means players of any level can probably achieve 100% completion, rendering this a suitable option for the mainstream public. In either case, do work efficiently! Factoring in the scenes to be acted out, you do lose a bit of time off your 60 minutes. Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) Truly, what I find so attractive about this room was the whole package, and not just the brainteasers on their own. To perfectly illustrate this point, one late obstacle involves a "puzzle" that requires very little brain work, but the amusement payoff is arguably one of the most effective, because it's visually interesting, and so rarely encountered. Finally, the in-house programmed inventory system continues to be easy to use, and even easier than ever, since for this game, everything's automated. Participants need not to manually enter any password to unlock items: they will appear when found, and disappear when used, all on their own. A very noticeable chime will sound to alert players only when inventory is refreshed, freeing their attention to focus on solving puzzles, or more notably, to watch what's going on onscreen. And once again, trust me, there's a lot not to be missed! Operation Nightwalker (Remote) | Credits: MindTrap Escape Room (Murrieta) Final Thoughts Officially, my "Operation Nightwalker" run was only a beta test, but it's exceptional as is and ready for spotlight. If you're not within convenient travel distance to Murrieta, CA, having the option to remotely enjoy this excellent zombie fest is a blessing. In addition, with all the exclusive theatrics thrown in, this is a great alternative way to experience "Nightwalker" even if you're in the area--especially if you scare easily in person and want to socially distance from brain-eaters! ◣ TIPS ★ Some subjects seem to love their iron supplements more than others, huh? ★ Where my medical field folks at? You won't need a chart to tell which bone is which, would you now? (These aren't tips for you as much as they are fun, medicine related in-jokes for me. I'm just--humerus-ing--myself! Hah!) (Ok, I will stop now and go back to my time-out corner...) ...Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. MERNightwalker.

  • Review: A Strange Compass & An American Traitor's Code | Society Of Curiosities

    A Strange Compass, An American Traitor's Code from Society Of Curiosities (Based In The United States) ◣ GAME'S SPECS 🕹️ Stay At Home Games » On Hand Items Required » Puzzle Mail Subscription Service 💪 No difficulty specified, but aimed for ages 12 and up. ⏲️ 10-20 minutes for each bonus mailing, as suggested by company. 🔢 1-4 players, as suggested by company. 💬 Hints available via hints page. Hints go from vague to very specific as revealed in stepwise fashion. 📝 Game requires mail contents, internet, a mobile phone, or more. Check for details. 🛒 If you PURCHASE GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 1, 2/10 for "Compass", and 5/10 for "Traitor". The latter was surprisingly baffling. 🔢 Ideal Team Size: 1 or 2. These are short and sweet "coffee break" games, therefore, small contents for small group. 🤷‍♂️ Best Fit For: Only quarterly or annual subscribers get these bonuses. So subscribe to enjoy! 🍵 Boils Down To: Little bonuses, sent from the creators to their customers with love. Quality quarterly episodes take much time to research, to design, and to finally manufacture. These will keep your brains busy in the mean time. 🙂 Overall Rating: Decent! These retain the flavor of the main chapters faithfully, but in tiny hors d'oeuvre servings. ◣ PREMISE ⤻ "A Strange Compass": There has been an interesting twist in the plot of Captain Madok. We have sent you a package with resources and artifacts. When you have received the package, you are ready to start your mission. ⤻ "An American Traitor's Code": We are sending you a skill-building postcard to keep your thoughts swift while we complete preparations for your next mission. ◣ ANALYSIS The Society Will Be With You... ALWAYS! Three months is a long time for best buddies--great puzzles and puzzle fanatics, of course!--to be separated, and the intellectuals at the "Society of Curiosities" know your pain. Aldora and Pippa miss you, too! So quarterly and yearly subscribers will receive little extra care packages every month to be reminded that their bodies, minds, and souls belong to none other than THE SOCIETY!!! I kid, I kid. But we're a bit addicted to a good puzzle high, though, aren't we? Anyhow, here's a "Compass" and a postcard to curb your withdrawal. Bonus #1: "A Strange Compass" Captain Madok's treasure might've been found, but the fate of his one true love still remains a mystery. Players get to be a little more personal with the historical pirate figure by prying into his private love life, oooooh! But first, a cipher stands in the way! After a simple decoding that should take no more than 10 minutes to solve, bonus quest #1 turns into a game of logic that brings closure to the Madok saga. At least for now anyway. Reality-augmenting websites make a great return in this mini bonus episode, and this time, they're in the form of a blog article. (Shoutout to my fellow bloggers everywhere!) Once again, great care has been taken to ensure these fictional webpages disguise themselves comfortably in our version of "real life", but who's to say what's real anymore after playing Society of Curiosities? Whereas most websites I've encountered during Madok's treasure hunt were "just for funsies", this time I actually learned quite a handful about an ornate head-worn accessory adorned by everybody who's anybody in the court of social royalty. Not if, but when I need to be absolutely fabulous, my cap AND my ball (yes, singular) are both ready. A Strange Compass & An American Traitor's Code | Credits: Society Of Curiosities Bonus #2: "An American Traitor's Code" Bonus #2 confused me a bit as there's seemingly a puzzle at hand, but somehow, both the first clue and the final solution yielded more or less the exact same contents...? Did I somehow finish where I started? It was then I realized the true intent of this mailing wasn't to find a solution, but to learn and practice a skill. A not-so-subtle but still fun and clever way of introducing book ciphers, this, I suspect, will come into play in the next quarterly investigation. Production-wise, this photograph-sized post card is printed on glossy cardboard paper, with great quality to the touch. However, if you would allow me to nitpick for just a brief second, I think the authenticity of this post card would skyrocket to perfection had the writing side been matte, which is more apt for writing. Add a central division line to allow a "mail to" address field on the right, or maybe even a "'put stamp here" box on the top right... Now THAT'S as real as it gets! Final Thoughts Much like the epilogue and the prologue of a great novel, these two bonus mailings are the Society's sneaky way of saying both "goodbye" and "why, 'ello there again!" in between full fledged episodes (for quarterly plan or higher subscribers). You don't want your adventure to end? They extend it just a tad longer with bonus #1. But when it's time to move on, they are already preparing you for the next upcoming quest with bonus #2, without ever explicitly telling ya... though the brightest of you must've had a hunch, too? Imagine that, tricking you into pre-studying for your next fantastic quiz! And you absolutely can't wait to see what's next to arrive in your mailbox! In a library study somewhere, with an Aldora Palmist in one hand, and a John Hick literature in the other, Grandmaster Pennywig must be smiling smugly at her growing army of Society minio... I mean, researchers. ◣ TIPS ★ Grandmaster Pennywig and I both bid our readers farewell with a consistent signature. Great minds sign off alike! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. SOCBonus1.

  • Review: Seen (Remote) | Mystery Mansion Regina Escape Rooms

    Seen from Mystery Mansion Escape Rooms (Based In Regina, Canada) ◣ GAME'S SPECS 🕹️ Stay At Home Games » Remote Escape Rooms 💪 Rated 5/10 by company. ⏲️ 60 minutes duration limit. 🔢 Accommodating 3-10 players, private booking. 💬 Hints subtly provided by avatar while staying in character. 💼 Inventory platform based on Telescape Live by Buzzshot. 360° (or similar) room view available. 📝 Game rated 14A (similar to PG-13 in the US) for coarse language, dark comedy, and inappropriate themes. 📝 Experience requires Zoom for live feed, and internet browser for inventory. Check for details. 📝 Note potential time difference between your location and the host's (check time zone). 🛒 If you BOOK GAME due to this blog, please give EscapeMattster.com a shout out! ;) ◣ MATTSTER'S TAKE 💪 Difficulty: For Mattster's team of 3 (or 4), easy, 3/10. This bloggers team is highly experienced, though! 🔢 Ideal Team Size: 3-4. There is a long series of puzzles to conquer, so a typical small group setting is appropriate. 🤷‍♂️ Best Fit For: Those with a broad sense of humor, that are not easily offended by crude subject matters, that also happen to love doing puzzles. (Ideally have not yet experienced any form of "Cut-throat" by the same company.) 🍵 Boils Down To: A more flippant version of "help hostage survive before it's too late" escape room. Some details warrant more developments, edits, or reimaginations even, to narrate a more compelling story. I see a potentially awesome parody vision in the rough; gradual and continual improvements will help its final realization. 🙂 Overall Rating: A viable and comedic pick among the company's variously themed online experience, albeit somewhat overshadowed by stronger contenders like the cleverly written "Night Terrors" or the puzzle heavy "The Detective's Office". ◣ PREMISE Searching for a job, but having little luck, you decide to turn to Craigslist. Everything seems pretty sketchy and illegal, until you come across a posting from DirkyDirk420. The posting reads: “Babysitter needed. To watch a baby. A big one. No physical contact; only watching via video link.” A little odd, but definitely the least strange you’ve found so far. You contact DirkyDirk420 and he hires you. He says he will send you another email with more details closer to the date of the job. Fingers crossed this Dirk guy isn’t some sort of pervert. I mean, you did find him on Craigslist… ◣ ANALYSIS Storytelling • Applicants Should've "Seen" This Coming The owner of Mystery Mansion had once briefly described the idea behind "Seen" as somewhat "Saw" inspired, thus room title word play. What ultimately came to fruition, however, was quite another breed of its own, a parody dripping with not only (PG-13 limited) gore, but also with that signature slightly naughty humor that I've come to expect from this brand. The official plot briefing is the most cryptic one yet thus far. The premise of babysitting a "big baby" remotely sounds both puzzling and illogical. But of course, players soon find out they've been hired as voyeurs of not a child, but a full grown adult, one that soon wakes up from a drug-induced stupor. Dirk your employer then announces their life is in your hands, should you choose to help. Aye... Craigslist always brings out the crazies. Fine, fine, I guess we'll help. Dirk, however, is no Jigsaw. While he does also kill by sadistic "traps", he has no noble philosophy to preach. His victims of choice are those who have wronged him in school... or at least as he perceives so. (Here lies why you should sympathize with the victim--they're innocent, after all.) In the end, this is a case of "revenge of the nerd" gone horribly wrong. Dirk turns out to be a psychotic sociopath who makes bad judgment and a clumsy executioner. Conspicuously painted as a bumbling fool for laughs, he isn't meant to be taken seriously: instead of "Scream", we're in "Scary Movie" territory. What I found to work suboptimally at the moment was the game's wavering between two distinct humor styles. Though Dirk's characterizations are nothing short of Nickelodeon-cartoonish, the victims' deaths are reported with a sense of realism, though laced with dry wit and sarcasm. While either works separately, together, they seem to clash. The former is outlandish, and the latter more subtle. I would encourage the staff to further explore and find that one sweet spot where both can converge more organically into one coherent product. Seen (Remote) | Credits: Mystery Mansion Regina Escape Rooms Puzzles • Dirty Dirky Makes A Jokey As far as puzzles go, they're very consistent with what Mystery Mansion has shown in the past. The puzzle designer tends to embrace gen 1 brainteasers, so expect to crank out combo codes, find keys, and undo various padlocks. On one hand, gen 1 challenges tend to translate well in a remote Zoom setting, so that's a strength. On the other, having done several rooms with this company prior, I feel the puzzles are starting to blur due to the finite, limited range of gen 1 formats. Fortunately, where puzzle novelty has fallen short, it is uplifted by the injection of humor, albeit maybe a bit crass for some. This is an unapologetic parody rated for teens after all! A few solutions spell out silly words, reminiscent of the classic "58008" calculator trick. (Remember that?) One particular puzzle stands out ever so prominently for its gross and shock factor, and the immature child within me gets a giggle. So be forewarned: "Seen" may not be everybody's cup of tea, as is the case with any comedy, though it works well enough for my no holds barred group. One thing that stands to improve is the amount of reading required to solve otherwise straightforward puzzles. Pertinent descriptions of the traps, aftermaths, and even some genuinely delightful jokes are exclusively conveyed through long text, thereby eating up more time than most would endure in a timed game. It may prove helpful to provide strategically bolded headlines or pictorial illustrations in place of too many words: should the patrons choose to bypass detailed reading in favor of faster and less cumbersome game play, they have that freedom. Seen (Remote) | Credits: Mystery Mansion Regina Escape Rooms Production & More • A Killer Déjà Vu In some aspects, "Seen" can be interpreted as the spiritual successor of "Cut-throat". Truly, both productions involve the rescuing of a hostage from a malicious criminal, and though the felons' motives and M.O. differ, at its very core, all escape room killers share similar DNA. Also factually, "Seen" IS the physical successor, because it utilizes the same set that once housed the lair of the handcuff killer. Though modifications are made, some same prop pieces live to see another day. For instance, the lockers and the toilet (a vicious slayer must-have!) both make a return. Therefore, understandably, even with all brand new puzzles, part of the overall game flow will still feel the exact same since, well, there's really only that one way to examine the John. So for above rationales, I have reservations recommending playing both games. While "Seen" is most surely the improved version and more enriching choice between the two, "Cut-throat" is much cheaper per head once you've gathered a group of 4 or more. Weigh your options accordingly, consumers. Overall, production is adequate and, again, consistent with what I've come to expect from our Canadian friend. While there is definite room for improvement, Mystery Mansion's strengths often lie in the overall package, and not visuals alone. (Nevertheless, actual inclusion of trap setups as physical props would certainly up the wow factor by numerous folds!) Seen (Remote) | Credits: Mystery Mansion Regina Escape Rooms Final Thoughts Admittedly, "Seen" may not be the most refined selection off the company's online games roster, but if you're simply looking for some casual puzzling sprinkled with some harmless, arguably lowbrow comedy, this may be a good fit. Hey, nothing wrong with that--adulting is hard in 2020. (Or rather, especially hard in 2020.) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster Full disclosure: complimentary game access was generously provided for review or testing purposes. All media are sourced from and credited to rightful owners. No copyright infringement intended. In certain cases, media materials are made available under fair use doctrine of copyright law. MMERSeen.

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