We’ve been escaping in Ft. Lauderdale, and are preparing to board a cruise ship to the Bahamas, so there will be no new reviews this week! We will return next week with new content. Until then, don’t kiss any Illithids.
Month: February 2020
Backstage Escape Games – The Haunting of Hyde House (Review)
Location: Myrtle Beach, SC
Players: 2-8 (We recommend 3-5)
Price: $34 per person
Time to Escape: 60 minutes
Children are the spookiest.
Theme:
From the Backstage Escape Games website:
Built in 1891, Hyde House hosted families, foreign dignitaries, and heads of state, all guests of the prominent Hyde Family – Harrison, Constance and their young daughter Isabella. Though stories conflict, the family’s sudden misfortune centers around the untimely death of Isabella, after which Harrison and Constance disappeared without a trace. Some believe it was an accident; others suspect a much more sinister fate. For decades, Hyde House sat vacant, its stately elegance deteriorating from time and neglect. Local legend began to profess a curse on the house, claiming tormented spirits haunted its halls. Paranormal experts and ghost hunters began to flock to Hyde House, and the house itself was deemed a historical landmark.Today, the Hyde House Historical Foundation hosts thousands of visitors to the home, but your group of guests is about to have an unforgettable experience. Abandoned by your tour guide, you’ll become trapped in Hyde House and discover you are not alone. Little Isabella haunts the mansion, playing games and leaving puzzles to lead you to her most cherished friend, her doll Emma. With your help, she may have hope at last! Can you reunite Isabella with her doll and free her troubled soul from an Earthly purgatory?
First Impressions:
Our previous two trips to Backstage Escape Games have all been excellent! The games here have always been stunning, and when we visited last year, I happened to notice that there was a teaser for a new haunted mansion room! We were told that it would be opening in the summer, and while it took us a little longer than we wanted to finally make it out for Hyde House, we were raring to go when we finally did.
High Points:
Per usual for Backstage Escape Games, the set design is absolutely flawless. The opening brief is engaging and immediately captured our attention, and the sound design and practical effects that were employed throughout the room elevated the room to a Hollywood style escape experience! At no point did we feel disengaged for the adventure, as there was always something to do for our team of two, and the room continued to surprise us in the best of ways with new puzzles and rooms! The Haunting of Hyde House started us on the “outside” of our intended room, and presented this break in superbly, making for an awesome start to the experience. This whole opening sequence set the feel for the adventure splendidly, and got things off to a raring start that never slowed down. The vibe of this haunting is well presented, and gives off more of a spoopy, Scooby-Doo style of scares rather than a fully terrifying experience, ensuring that it remains fun for all types of players and horror comfort levels.
The game itself presents very clear goals as we moved forward within the game flow, and once we determined what puzzles were being presented, the room was very intuitive. Overall, the connections between each point were very clear, and we were not casting about attempting to figure out any leaps of logic or bypass any distracting red herrings. Though the room was almost completely linear, this worked well for us, and kept the game flow trucking along extremely smoothly. Two puzzles in particular provided some amazing moments of revelation, and it felt awesome once we had determined the clever logic behind these puzzles. One of my favorite interactions in the room involved a puzzle we had previously completed evolving into a whole new one through the use of some interesting haunted tech.
Low Points:
Two puzzles in particular are color focused, and the lighting in the room definitely does not help players differentiate between some of the more similar colors. This is a recurring problem for a lot of horror rooms that employ this type of puzzle in particular, due to the usual dim or spooky lighting, that could be relieved by having only a few very different colors included. A couple of puzzles are somewhat involved, but do not provide feedback though a sound cue or button press, so we just had to trust what we were doing was correct in both of these cases. Luckily, what we were doing made sense, overall, so it was mostly forgivable, but feedback would really help to solidify our choices. One early puzzle required a fair amount of aimless guess and check, and while there was a clear way to winnow down the initial selections, the amount of inputs and items we could use was still fairly large. The story of this room seemed lighter, overall, and though the puzzles were integrated well into the theme, a lot of the Why? tended to get lost between the cracks. The maximum eight players would feel very stuffed within this room, and due to the mostly linear game flow, I’m sure there would be several choke points where folks would be standing around while others solve.
Verdict:
The Haunting of Hyde House is a great game, with some amazing surprises hidden around every corner. While there are a few small hiccups, this one is absolutely not to be missed, and will be a great experience for enthusiasts looking for a fun challenge and new players seeking an hour of spine chilling escapes! I wholeheartedly recommend checking this, or any other Backstage room out. Book your time helping out Isabella here!
8/10 (Great)
Full Disclosure: Backstage Escape Games comped our tickets for this game.
Sleuth Kings – Case 029: Love Hurts (Review)
Location: Your Home!
Players: We recommend 1-4
Price: $29.95 per box
…but hear me out, maybe we just let her kill our main competitor?
Theme:
From the Sleuth Kings website:
John Malvone broke his ex-girlfriend’s heart, and now she intends to break him. The problem is, he’s not sure which ex is coming after him. John has survived three attempts on his life so far, but his luck won’t hold out forever. If he doesn’t figure out who wants him dead – and soon – he won’t survive his spiteful lover’s next attack. Can you help John stop his ex before she decides he can’t live without her?
First Impressions:
Last year’s Valentine’s case, The Cupid Killer, was one of the most exciting games of the year, and finally gave us some long desired movement on the Sullest St. King relationship front! This year, we’re travelling a parallel and reversed road as we try to determine which of John Malvone’s many, many, (many, many, many, etc.,) exes is trying to kill him. Sounds fun, and if it’s as quirky as the usual Sleuth King’s case, I’m absolutely here for it.
High Points:
As I suspected, Love Hurts is a funny and immediately engaging case to solve. All the tidbits about John Malvone’s tumultuous love life and weird reasons for breaking up with the poor women unlucky enough to date him keep things light hearted and fun. I swear, Sleuth Kings is great at ensuring even attempted murder can stay light and hilarious while still delivering a great story and fully realized characters. Speaking of characters, the return of the gruff, rough edged John Malvone is excellent, and his character is somehow both endearing and annoyingly unaware of his own faults, making for some great interactions. I love how this character, who was originally our nemesis in Fashionably Late, has grown (a little, let’s not give him too much credit,) and become a some time collaborator with us and (begrudgingly,) Sullivan. The whole theme ties well into Valentine’s and the climax of the story is fantastic, with an appropriate epilogue to tie all the loose ends together.
On the puzzle front, things are very tightly woven together, placed into a game flow that works smoothly over several layers of puzzling, and brings the threads together into a fantastic meta puzzle or two that we really enjoyed. The method for use of the initial meta puzzle provides extremely good feedback on whether the answer is correct, and is a great way to mark progress within the mystery. Once solved, it becomes part of the even larger meta, tying all the puzzling threads together in an extremely satisfying way. Though the game mostly consists of code breaking, it never becomes tiresome, as there are no endless lines of codes to decipher, and things remain varied enough to keep the focus on the fast paced flow of puzzling. The adventure is incredibly intuitive, with subtle sign posting that ensures that players remain on the right track as long as they are aware of where to look. This consistency coupled with the quality clues delivers one of the best Sleuth Kings experiences to date!
Low Points:
The only thing I’d say is a low point for this box is that it was an easy, very quick solve for us, taking about an hour total for an experienced couple. However, the story is a lot of fun, and even experienced players are going to enjoy the storyline.
Verdict:
Love Hurts is a fantastic case, and though it is a little on the easier side, it was a blast to work through, and an awesome introduction to the Sleuth Kings universe for new detectives! Veteran players may speed through the experience, but the clever puzzling and story are absolutely worth it! I whole heartedly recommend checking this Valentine’s themed case out with your loved one as soon as possible. You can purchase this and other previous cases from the Sleuth King’s archives here, and if you’d like to subscribe to upcoming adventures, you can use the promo code ESCAPEADVENTURE to get $5 off your subscription here! You can also read the rest of our Sleuth Kings reviews here!
9.5/10 (Excellent)
Full Disclosure: Sleuth Kings provided a complementary box.
Southern Pines Escape – Ninja Team Six (Review)
Location: Southern Pines, NC
Players: 2-8 (We recommend 2-3)
Price: $27 per person
Time to Escape: 60 minutes
Chuck Norris once finished an escape room before the briefing began.
Theme:
From the Southern Pines Escape website:
Nobody says NO to legendary martial artist and all around badass Buck Morris, so when he decided to bid on a cursed diamond at an estate auction, nobody tried to outbid him. Unfortunately, that jewel has turned Buck to the dark side. Now he’s roundhouse-kicking anyone who gets in his way as he embarks on a crime fueled rampage. The super-secret vigilante group known as Ninja Team 6 has been tasked with breaking into the military bunker where it’s been rumored that Buck is keeping the jewel.You are members of Ninja Team Six. Your mission is to 1) Infiltrate Buck Morris’ bunker; 2) Figure out where he is keeping the diamond; 3) Retrieve the diamond and escape within one hour, when Buck is expected to return.
First Impressions:
Ninja Team Six is certainly one of the most creative themes we’ve come across, with Chuck Norris’s evil twin serving as the main antagonist and granting his strange eccentricities to the room’s theme. This was also the newest room at Southern Pines Escape, so I was interested to see how their rooms had evolved over the years!
High Points:
While the story line is fairly light overall, it is definitely an interesting conceit for a room in practice, and all areas of the room have a well integrated set design, setting up a fun dichotomy between the levels of the game. There is a really dense set of puzzles to engage with as well, and the connections within Ninja Team Six are some of the best at Southern Pines Escape. Coupling this with a mostly non-linear game flow, even larger teams will have something to do at all points during the adventure. The difficulty curve is pretty smooth for the most part, with the late stages of the game holding the best and most challenging conundrums. One puzzle I thought was really great involved some great Chuck Norris themed word play and had a smooth mechanical interaction that was a fun touch. Though the climax of the room was marred somewhat for us (see below,) it was a cool reveal once the game master was able to get it working, and provided an interesting way to cap things off. Hidden items and surprising reveals are done well, keeping us on our toes through their great presentation. On the whole, this is a reasonably entertaining room to work through, though there is nothing overly mind blowing for veteran escapists.
Low Points:
One of the most noticeable parts of the room is a big red herring, and though we kept coming back to it thinking that it would eventually reveal itself to hold some important clue, it was one hundred percent just a random red herring that had nothing to do with anything. One particular puzzle was an out of theme, “because escape room” time waster that we have been seeing pop up quite a bit lately after not seeing them around much since the escape room early days. Several times, keys did not open locks, not because they were the incorrect key, but because the prop was already worn and finicky, and one late game lock misfired totally, ruining the climactic surprise because it just did not work. One particular escape room sin, (black light, it’s almost always black light, isn’t it?) tripped us up for a while as the use for this item was unclued. One prop was incorrectly reset, causing us to lose a fair bit of time before the game master realized what had happened and came in to correct the problem. Overall, the room is cute and portrays a fun theme, but Chuck Norris’s meme currency is fairly dated, so it’s going to be very hit or miss with players.
Verdict:
Ninja Team Six is a great idea, and the presentation is overall done well, though it is not without it’s issues. However, the game is a little better than average, and will definitely be a good time for those new to the hobby. Enthusiasts might have more fun with a limited group, but should not expect anything too out of the ordinary. I can recommend this one if you’re really itching for an escape, though it wouldn’t be my first choice. Book your enlistment with Ninja Team Six here!
6/10 (Alright)
Southern Pines Escape – Doomed to Die (Review)
Location: Southern Pines, NC
Players: 2-8 (We recommend 2-3)
Price: $27 per person
Time to Escape: 60 minutes
Escape Noir
Theme:
From the Southern Pines Escape website:
It’s 1940 and prior to P.I. Peter Ingles murder and there’s a crooked cop inside the precinct. Peter has been asked to help find the murder weapon that has disappeared from Evidence. Peter is away working on a new case and has asked for your gumshoeing. There is an hour before trial, and the evidence needs to be present before the trial begins – without it, the murderer won’t swing.
First Impressions:
Southern Pines Escape was recommended to us a couple years ago when we visited The Great Escape Cameron, which has, unfortunately, closed down. It took us a while to get back out to the area, but we were excited to take on all four rooms as part of an escaping day trip!
High Points:
If there’s one thing that stood out to me about Doomed to Die, it is that there is a large density of puzzles within the room, in fact, there are quite a few more than I originally expected upon our entry into the room. There is a good variety in these enigmas and interactions, though sometimes it can feel as though there is no real thematic connection between the overarching story and the tasks within the room. For example, for a room that takes place within the 1940s, one particular item feels completely out of place, but the puzzle that it presents is a lot of fun to complete. The game flow is mostly linear with a few exceptions, and the connections made good sense within the puzzles themselves. Set design is competent, rising above “converted office space,” but isn’t overly mind blowing. However, the design works within the theme, presenting a private investigator’s office well enough. Overall, this is a fairly basic, but enjoyable, first generation room that will appeal mostly to new players, and delivers a serviceable introduction to those who want to experience escape rooms for the first time. The whole package presents a game that may not be overly impressive to hardened enthusiasts, but is certainly an above average room that is good for an hour’s puzzling.
Low Points:
One particular interaction was actually a really cool moment of revelation, but the cluing is very light, and we only figured it out due to having a fair amount of experience with escape room technology rather than due to anything in the room cluing us into the method of solving. One puzzle requires the use of a fairly ubiquitous escape room prop, which is fine for the interaction it is involved in, but some of the clues have been rewritten, and some that are meant to have been removed aren’t quite gone, confusing the puzzle and leaving some red herrings around the area. There’s a fair amount of guess and check, as similar locks are used throughout the experience, and the answers don’t direct to any particular lock. There is no real story to the room after the initial briefing, so the whole room mostly feels like a “because escape room” experience, and while having a puzzle room isn’t necessarily bad, it’s always better to have a story to support the adventure. The final escape is a bit weird as the required lock is just placed to the side of the door, leading to a fairly anticlimactic end. The room can fit up to eight players, but I’d recommend a smaller group, as even a lightly experienced team is going to have a few folks standing around at the max group size due to the general linearity.
Verdict:
Doomed to Die is a fairly enjoyable puzzle room for a couple or small group, and I definitely wouldn’t recommend it for much larger than a group of four. However, it is a fun experience, especially for newer players, as it contains some clever puzzles and interactions, and is a competently designed adventure. More experienced players will want to further limit their group size, and those who prefer good story integration may want to look elsewhere. That being said, we enjoyed our time as a group of two within this room. You can book your time seeking the incriminating evidence here!
6/10 (Alright)