Insomnia Escape – Dungeon Things (Review)

Location: Washington, DC

Players: 2-10 (We recommend 3-4)

Price: Varies, see here for details.

Time to Escape: 60 Minutes

Back to the 80s!

Theme:

From the Insomnia Escape website:

Our newest room “The (sic) Dungeon Things” is inspired by our favorite books of Stephen King. Find your missing friend while fighting with the ancient evil living in the town… Great for kids and adults! A terrible thunderstorm caused a power outage and created a unique opportunity to go back in time, find the missing friend and investigate the mystical disappearance of kids that plagued a small sleepy town of Lindale for decades. You always knew that this town is not like other towns…

First Impressions:

I love Stephen King, and Stranger Things, with its 80s themed D&D horror, is a great entry into the genre as well, so a mashup of the two seemed like an interesting way to set up an escape room. Though rooms that aren’t based on an existing property are usually more creative, I was intrigued to see how Dungeon Things panned out, as the glimpses I’d gotten of the room previously made it look pretty fun.

High Points:

The set design of the room is well executed, and while it isn’t Hollywood level, it certainly gets the job done, evoking the design sensibilities of an 80s home. The game begins spookily, and one of the puzzles to start things off sets the tone well. There is a particular set piece in this game that is really cool, and though the game comes back to the well for this interaction a few times, it’s interesting enough that it does not feel like a repeat and remains fresh for the full run time of the experience. This, along with a few other technical moments within the game, creates a nice sense of supernatural magic and mystery to the journey. There were also some great sound design moments, one of which felt rather real and was paid off well, though it was a subtle addition. The climax, (or what we were able to experience of it, more on that below,) was great, ending with a cool teamwork interaction, though that instance would have benefitted from better cluing overall. The early game was good for larger teams, as it started with a non-linear run of puzzles, allowing us to divide and conquer.

Low Points:

As a huge fan of Stephen King, I can definitely say there’s a couple of nods to Stephen King in Dungeon Things, but the overall room is not really inspired that much by King, but does take heavy inspiration from Stranger Things. To the point that it starts to feel somewhat like a ripoff, which is a shame, as it feels like it could’ve been a cool idea without the need for previously existing properties. This aside, the climax of our game unfortunately sputtered out during what should’ve been a very cool moment due to a technical failure. Luckily, the owners were advised independently by our game master, and they were kind enough refund the cost of the room to us, which we appreciated. While the room is advertised for a maximum of 10 players, even with just five there were some major choke points during parts of the room that became linear, and there was a good bit of standing around for some of our players. As most of the linearity compounded upon itself as we ventured further into the room, this could only have been exacerbated had our group been double the size. As previously stated, there were a few good and subtle nods to Stephen King and Stranger Things, and when they were subtle, they were great, but when they weren’t it was far too on the nose, breaking the immersion. One particular puzzle involving a fusebox was not particularly well explained, and a bit more cluing would help smooth out this interaction.

Verdict:

Dungeon Things has some good ideas, but ultimately there were enough issues that it was only a little better than average. Ultimate tech failure aside, some tweaking to the overall game flow to remove choke points and clarify some logical leaps, as well as a bit of reworking of the story to make it its own thing, would go a long way towards creating a really great room. As of this writing, though, I’d recommend other rooms in the area first. You can book your time going back to the 80s here!

6/10 (Alright)

Full Disclosure: Insomnia Escape provided media discounted tickets for our game.

Insomnia Escape – The Patient (Review)

Location: Washington, DC

Players: 2-9 (We recommend 2-3)

Price: Varies, see here for details.

Time to Escape: 60 Minutes

Doctors have loads of paperwork to go through…

Theme:

From the Insomnia Escape website:

Detective thriller in a psychiatric hospital. Investigate the mystery, but don’t lose your mind…The early 1970s. You are a group of journalists sent to investigate strange things that happen around St Elizabeth Psychiatric Hospital…An unsettling atmosphere of a mental asylum and unexpected scenario twists in the new thriller detective escape room The Patient.

First Impressions:

I always like a good spooky hospital thriller, from abandoned, ghost-infested asylums to the labs of mad doctors, I eat up this sort of theme! I was a little disappointed about the set up of this hospital, however, as it seemed clean and sterile, just the sort of hospital we’ve seen a bit too much of in our escape journeys, but I was hoping that we could peel away this sanitary veneer to uncover the dark secrets beneath!

High Points:

Though the set wasn’t quite what we expected, it is competently designed and does present a doctor’s office fairly well. The most interesting thing about the room, however, is the two patients locked up beyond a couple of cell doors. The technology presented to bring these patients to life is pretty astounding, and interacting with them is definitely the most fun part of the game. The acting is little more than okay, but the tech that brings their actions to life more than makes up for it. The climax of the room is a great finish, and getting there does feel urgent, overall. The room starts out with some very engaging puzzles and interactions, and while it lasts, everything is streamlined. Unfortunately, as clues pile up, even the most organized groups will start to have some issues keeping everything straight. There are some really great ideas housed within The Patient, and it may be worth the price to some players just to see some of these innovations.

Low Points:

The Patient felt more like an at home subscription mystery box, as a lot of the game was bogged down in paper notes and written clues, rather than using the room to it’s fullest. In fact, as an at home experience, I think this could be a pretty great mystery, but as it currently stands as an escape room, it feels very bare on the whole. The game flow is very much mired in piles and piles of paper evidence, and though the technology is cool, the cool factor wears off quite a bit during the long stretches between said interactions. As the room is strictly linear, and somewhat small, the adventure does not support the five players we had, much less the maximum nine that can be fit in the game. I’d say the sweet spot is two or three, and that third player will probably still have a fair bit of down time. The story isn’t well conveyed by the game itself, and though the outline is there, it never really shines like an escape room story should. Most of the revelations are underwhelming and take a leap of logic to grasp.

Beyond the game flow hiccups, the connections between puzzles and inputs leave a lot to be desired, and the inputs themselves can be incredibly fiddly to work with, and with so many red herrings and random rabbit trails to go down, players will end up futzing about with them to the point of frustration. The puzzles themselves, beyond the vagary and overall frustration of their presentation, are eminently forgettable, with no real mind blowing moments at any point. On the whole, the experience just falls flat.

Verdict:

The Patient just fails to excite. While there are cool technological touches here and there, the small size of the room, conjoined with banal puzzling, frustrating amounts of paper, and an overly linear set up, doom the experience to mediocrity. While not a bad game, it certainly needs a fair bit of work to be recommendable. However, with a small team, there is a neat surprise or two, but there are much better games to be played in the area. You can book your time at the St. Elizabeth Psychiatric Hospital here.

5.5/10 (Mediocre)

Full Disclosure: Insomnia Escape provided media discounted tickets for our game.

Insomnia Escape – The Alchemist (Review)

Location: Washington, DC

Players: 2-8 (We recommend 2-4)

Price: Varies, see here for details.

Time to Escape: 60 Minutes

Keyed Up and the Philosopher’s Stone

Theme:

From the Insomnia Escape website:

Philosopher’s stone, Alchemist’s library and secret manuscripts at the mystical swirl of “The Order of the Alchemists” Room.You are standing in front of an unmarked wooden door and two large windows carved into the aging brickwork of DC’s most eerie library. You and your hopefully reliable companions step into a dimly lit interior where the numerous bookshelves are coupled with gold details and vintage chandeliers covered in a cobweb.

First Impressions:

We had visited Insomnia Escape way back in 2017 to try out their Oblivion room, which we had a good time with, so I’d be hoping to get back one day to try out some of their other much hyped experiences! We started things off with the granddaddy of them all, The Alchemist, one we just didn’t quite have time for during our last trip out.

High Points:

For an almost four year old game, The Alchemist presents a well told story that develops naturally throughout the course of the full game. Each puzzle solved reveals a new tidbit, and allows the players more insight into the evil sorcerer who would bring about the end of the world as we know it. Puzzles are frequently clever, and there are a couple great solves that kept our group engaged with the game, especially during the late stages of the adventure, which delivers most of the well incorporated props. While the experience is mostly a first generation escape room, there are a few nice spots of hidden technology and exciting surprises to be found. Though one particular part of the room could become amazingly cluttered, the gate keeping of the game flow works perfectly to ensure that what at first looks like it will become a slog, works itself toward a satisfying reveal. The final reveal is climactic and delivers a great ending to the game.

Low Points:

The Alchemist starts off within a fairly small and stuffy room, and though we only have five players, three less than the stated max, I could tell we were all starting to feel a bit claustrophobic. I cannot imagine being in the room with a full complement of players, as there simply is not enough room. There would also be a dearth of puzzles for a full house, as The Alchemist is very linear on the whole. Most solves only served to engage three of us, while the others waited, and some only required one or two. While some teamwork puzzles could be found for larger groups, they were few and far between. The later stages of the game open up the room and the game flow a bit, but is overall a much sparser affair, turning the surprise of more puzzles into something of a disappointment. While the ideas are really fantastic for the time, escape rooms have definitely evolved as a medium, and The Alchemist simply hasn’t evolved with the times. In fact, it has started to show a good bit of wear and tear, not just metaphorically, but literally, as the room shows a fair amount of dents and dings throughout.

Verdict:

The Alchemist is an alright game that was really great for when it was built in 2016. Not many updates have been made, it seems, and while it remains a serviceable game for new players, it’ll be somewhat underwhelming for veteran escapists. Still, it’s not a bad time, and folks who are looking to see what a previous award winning room is like will find something to like here. If you do give it a look, just keep in mind that it is definitely a product of its time. Book your time saving the world from the sinister Alchemist here!

6.5/10 (Alright)

Full Disclosure: Insomnia Escape provided media discounted tickets for our game.

International Spy Museum – Operation Spy (Review)

Location: Washington DC

Players: Up to 15 (As an interactive theatre experience, any amount will do)

Price: Depends on your ticket package, see here.

Length of Mission: 60 minutes

No, Mr. Bond, I expect you to die!

Theme:

Accepting your first mission with a shadowy government spy agency, you and your team are transported to Khandar for a mission filled with intrigue and betrayal! A possible political assassination, a stolen doomsday device, and shifting alliances are only a few problems you’ll have to deal with during your mission! Based on actual CIA case files, Operation Spy is promised to be an experience unlike any other!

First Impressions:

Going in, I knew Operation Spy was more of an interactive theatre experience than an escape room, even though it was built by the highly recommended 5Wits. We enjoyed the Spy Museum before embarking on our mission, and it is top notch, containing a huge James Bond exhibit with a lot of interactive exhibits and props from a whole range of movies to marvel at! Upon our arrival at the briefing point, we were introduced to each other and the world of Khadar before meeting our contact.

High Points:

Our contact kept the high energy pace going throughout the experience, and helped lead us from point to point during this interactive adventure. There were several points throughout that felt like an “escape room lite” especially a hectic and pulse quickening bit during the middle of the game, and the puzzles that were delivered were fun and responsive. The story is well crafted, and evolved throughout the experience, with parts of the narrative branching based on the group’s actions. Throughout the many different areas we moved through, transitions were smooth and convincing, and the theatrical sets were incredible. For each puzzling interaction, there was enough for each member of the group to work together with others, leaving very little downtime.

Low Points:

On the flip side, having a large amount of strangers to work with can be difficult. In an escape room, random teammates can be good or bad, but are usually a certain type of person who has fun solving real life, large scale puzzles. The nature of the Spy Museum ensured we encountered a few teammates who were just along for the ride, and couldn’t quite pull their weight for their sections. Those going in expecting a full escape room experience will be disappointed, and most puzzling will be fairly simple for those who are enthusiasts. The show itself runs at a fast pace, and we’d hit a great part of the experience, only to have to shuttle out long before we’d exhausted the fun we could have in each segment.

Verdict:

As an interactive theatre experience, Operation Spy is a great addition to a visit to the International Spy Museum. There’s no real need to visit if you’re only interested in an escape room, but as a live, interactive show, it’s great fun! It’s also a good breather during DC escape marathons, as the puzzling is light, and allows several points where you can catch a rest. I definitely recommend checking it out! You can book your mission here!

7.5/10 (Good)

The Escape Lounge – Escape the Oval Office (Review)

Location: Washington DC

Players: 4-10 (We Recommend 4-5)

Price: $25 per person

Time to Escape: 60 minutes

“Scandal”

Theme:

As a group of White House correspondents, you’ve gotten wind of a brewing scandal surrounding the President. The details are all nebulous right now, but you’ve found your way into the Oval Office, and have an hour to find out what’s going on so you can break the story once you escape!

First Impressions:

When entering the Escape Lounge, we were greeted by the upbeat owner and her well decorated lobby just up the stairs from the street. They were preparing for a birthday party, but were happy to stop and help us get briefed and ready for our room.

High Points:

The room itself was a decent facsimile of the Oval Office, and the centerpiece was quite convincing, it was, unfortunately, not oval, but building codes being what they are, we didn’t think much of it. Some unique props were to be found, and were satisfying to open. A few surprises were to be had, opening up parts of the room that seemed rather solid at first glance. The hint delivery system itself was cute.

Low Points:

So many escape room sins were committed here, and they built upon each other as we went, culminating in what may be the most disappointing conclusion to a room we’ve seen in a good while. The room had a CD player belting out overly loud, random music, which we were luckily able to turn down. A massive amount of double cluing ended up developing several dead ends along the way that only made sense once puzzles were solved. Some parts of the room had no bearing on anything, and were egregious red herrings. Many hiding spots were unintuitive and seemed to be placed for artificial difficulty rather than adding to the experience. A lot of the room felt as though it drifted off theme, and the over use of one particularly cliché prop exhausted us with its over implementation. The story didn’t build in a coherent way, and the climax fell completely flat. As a whole, the room felt like a random collection of average puzzles, glossed over with a political sheen.

Verdict:

Overly banal and haphazard, Escape the Oval Office is a disappointment. Our expectations of its theme remained unachieved, turning what could’ve been a story of puzzling political intrigue into a groanworthy flop. Enthusiasts will have seen it done much better before and beginners should steer clear. If you’d like to try it out for yourself, however, you can do so here.

3/10 (Poor)