Breakout Greensboro – Runaway Train (Review)

Location: Greensboro, NC (There are locations nationwide, however.)

Price: See website, varies per person depending on size of group. All games are now private!

Players: 2-7 (We recommend 3-4)

Time to Escape: 60 Minutes

All aboard!

Theme:

From the Breakout Greensboro website:

As the train winds through beautiful countryside, news spreads of an uproar in the locomotive car. Radicals have taken control of the conductor’s cabin, planted explosives, and set the train for a non-stop destination in the heart of the city. Gain entry to the conductor’s cabin, stop the train, and free the passengers before time runs out.

First Impressions:

Runaway Train is Breakout’s newest experience, and after the fun, if slightly flawed, step forward that was Do Not Disturb, we were excited to see what Breakout had cooked up next! We definitely got the more high tech feel Breakout’s newer rooms seem to have from the opening cinematic and screens showing our ill-fated train’s breakneck speed, and couldn’t wait to begin our adventure!

High Points:

Runaway Train’s tech and set design is definitely well done, presenting a convincing train car to puzzle within. The whole experience starts off pretty quickly, and gives us a great impetus to begin working on getting the train’s brakes back online! Some flashy tech and engaging hidden spaces are a lot of fun to interact with, and the set did surprise us from time to time, especially during the climax, which takes a note from Do Not Disturb’s playbook. This final interaction is well implemented, and instills a real sense of urgency in players, but unlike Do Not Disturb, the puzzle presented to close out the room is signposted in a much more intuitive manner, allowing for less frantic frustration. It also encourages more teamwork, keeping everyone engaged with the game’s ending. The latter half of the game also plays host to some of the best puzzles in the game, and though they are the most challenging, they generally aren’t frustrating to work with, unless there is a technical glitch, as noted below. One point of the game becomes non-linear, and the experience really shines during these moments as we were able to divide and conquer, playing to our strengths and working together to progress to the next level of the game.

Low Points:

A puzzle type that worked pretty well in Mystery Mansion, due to it’s ability to engage our whole team and present the problem in an interesting way, falls completely flat during Runaway Train due to the arduousness of the solve, coupled with some vague cluing that further exacerbates the issues we have with this sort of puzzle. The game is almost completely linear, and there were several moments in which only two or three players could work on a problem while the rest of us toodled about until the next item was opened and we could move forward. This is most noticeable during the late game when several puzzles take place in an area that can fit maybe one and a half people at max. The game flow is very choppy, and the connective tissue between each step of the process tends to be very thin, leading to a lot of time just wondering what in the world is going on. One particular puzzle is very hard to see, and is a dreaded process puzzle, but luckily, the solution is extremely easy to hack, if players look at the problem holistically, but I’m sure the game designers did not intend this side method of solving, due to our game master’s shock at our having solved this one so quickly. We also experienced a fair bit of frustration when one tech based puzzle failed to trigger on multiple occasions, leading to the need for our GM to override the problem.

Verdict:

Breakout’s newest games have been great for introducing new ideas and tech, but have been generally fairly uneven in execution. However, Runaway Train isn’t a bad experience, just an uneven one. I like the steps forward Breakout has taken with this and Do Not Disturb, but a little more iteration is needed to make these games truly shine. Still, this one isn’t a bad time, just not the best room currently on offer. If you like Breakout and have played the other rooms, you’ll like this one well enough, but if not, this game won’t convince you otherwise. Stop the Runaway Train at your local Breakout here!

6/10 (Alright)

Full disclosure: Breakout Greensboro provided media discounted tickets for our group.

Breakout Greensboro – Mystery Mansion (Review)

Location: Greensboro, NC (There are locations nationwide, however.)

Price: See website, varies per person depending on size of group. All games are now private!

Players: 2-8 (We recommend 3-4)

Time to Escape: 60 Minutes

The Haunting of Puzzle House.

Theme:

From the Breakout Greensboro website:

This spine-chilling adventure starts in the ruins of an old mansion – abandoned decades ago by a reclusive and eccentric family. Since then, rumors swirl of a presence looming over the old house. Work as a team to race the clock and uncover the mansion’s secrets in this all-ages mystery adventure.

First Impressions:

We’ve been on three previous trips to Breakout, and it’s almost always a good time, but we noticed on this most recent trip that Breakout has made the shift to all private rooms; always a plus in our book! With a sliding scale pricing model, any size group can ensure they get the room to themselves, ensuring a consistent experience across the board, which is always commendable. Of course, for any of this to matter, the rooms have to be good, so were they?

High Points:

Mystery Mansion is one of the newer games at Breakout Greensboro, but has been around at other locations for quite some time, yet the game still holds up pretty well. Mixing technology with basic lock and key interactions, this room does a good job of keeping the escape room vibe going while still presenting some awesome supernatural interactions that ensure the experience feels fresh. A few climactic moments felt magical, and allowed for some pretty imaginative interactions we hadn’t seen done elsewhere. The logic for these moments are very well clued, and though players wouldn’t generally think to perform these actions, they make wonderfully intuitive sense within the context of the game flow. Barring one particular moment, detailed below, the game flow is fantastic, flowing smoothly between each layer of the game, and we always knew what to tackle next or were able to work these steps out naturally at all times.

The set design is well done, and while other sets at Breakout Greensboro can be hit or miss, this one is definitely put together well. It certainly isn’t Hollywood level, but for the market, it’s believable and immersive enough. Movement between different parts of the game makes logical sense, and the secrets we uncovered were excellently revealed. There was one particular puzzle of a genre that generally, we don’t much care for, but the way it was presented within this room ensured we were all engaged with the solve, and allowed for everyone to contribute. The climax was well implemented upon completion of our goal, the ending felt more satisfying as, unlike a few of the other rooms at Breakout, we didn’t just have to enter a code to escape, but find a hidden relic as well.

Low Points:

One particular puzzle that gave us some trouble was rather strangely clued, with not quite enough connective tissue to become truly intuitive, and once we’d determined what we needed to do, the answer hinged on a piece of outside knowledge. Though I think a lot of groups will be able to determine the answer, it cannot be determined in room if not, and having to waste a hint to figure it out would definitely be a bummer. One extremely original puzzle was a lot of fun to play around with, but never actually worked one hundred percent correctly for us, leading to the need to burn our only hint to figure out what in the world was going on. There was a reset failure in the early game for us, as a key was left in a lock accidentally. Fortunately, we didn’t notice until we were almost at that point anyway, but we would’ve bypassed a huge chunk of the game otherwise. The room is highly linear, so more than three or four players absolutely will result in some choke points wherein someone will be left sitting around with very little to do until the current puzzle is solved.

Verdict:

Though an older room, design wise, Mystery Mansion feels like a step above for Breakout Greensboro. While it still stumbles in places, and is firmly more of a earlier generation experience despite it’s best attempts, it’s still a really enjoyable and engaging experience. Providing enough of a challenge to ensure that enthusiasts don’t just blow through the game, yet ensuring it is approachable to new players, I think this one is definitely worth trying out! Experience the haunting at your local Breakout here!

7.5/10 (Good)

Full disclosure: Breakout Greensboro provided media discounted tickets for our group.

Breakout Greensboro – Hostage (Review)

Location: Greensboro, NC (There are locations nationwide, however.)

Price: $25.99 per person

Players: 2-7 (We recommend 3-4)

Time to Escape: 60 Minutes

Where’s Sully when you need him?

Theme:

You were on an international flight when the cabin suddenly depressurized, sending you into unconsciousness. Rather than wake up in the middle of the Hudson River, you find yourself handcuffed to a bench in the dark! Looking around, you find that you must be in some sort of hijacker’s lair. Luckily these terrorists have left loads of puzzles around for you to solve in the meantime, so figure them out and escape!

First Impressions:

The airplane hijacking theme is definitely a risky subject to take on in an escape room, and it definitely wasn’t our first choice, but we had to reschedule one of our other escapes due to a booking hiccup, and we decided we’d just try it out rather than reschedule everything. Breakout’s other rooms are great fun, however, so at least we knew the puzzles would more than likely be a good time.

High Points:

The theme of the room is more of a kidnapping, keeping overt references to airplane hijacking to a minimum, which I thought was better than the alternative. Our GM was fantastic, and provided humorous and conversational hints when we needed them. There was one great puzzle that used a part of the room that you usually don’t see implemented as a prop, allowing for some interesting solving. There weren’t a lot of standout moments beyond this, but the game itself was otherwise mostly average and non-offensive.

Low Points:

One technical interaction involved way too many red herrings for it to be introduced so early, leading us to hyper-focus on it entirely too much. Blessedly, our GM let us know we shouldn’t worry about that yet. Two particular puzzles include my least favorite escape room trope, inputs that lock out for a time if incorrect answers are entered. Luckily, we didn’t suffer from that issue, but there should never be the possibility of dead time within a room. There is a specific instance of a puzzle being destructible state, meaning that if you move certain objects, it could render a section of the room unsolvable, which tied in with the red herring issue as well, frustrating us greatly. Again, we thankfully had an amazing GM to help us out unprompted when he realized something had gone wrong. One moment of the room that should feel really climactic and open up a new mystery fell completely flat when all we were given was a bank of locks, the lamest of escape room items. The story flow ends immediately upon the end of the introduction, making this more of a puzzle room, and unfortunately ensuring that the climax never feels like much of a payoff other than the escape itself.

Verdict:

Hostage was a very basic escape game that may be alright for beginners, but does little to impress for those that have a few games under their belts. With five other games to choose from at Breakout Greensboro, you can definitely do better than Hostage, however. If you’ve run out of other games, though, it’ll do the job, just don’t expect anything too exciting. You can check out Hostage at your local Breakout here.

5/10 (Mediocre)

Breakout Greensboro – Museum Heist (Review)

Location: Greensboro, NC (There are locations nationwide, however.)

Price: $25.99 per person

Players: 2-8 (We recommend 3-5)

Time to Escape: 60 Minutes

Is it really stealing if it was stolen in the first place?

Theme:

Your team of former art thieves have been hired by a prestigious art museum to recover an extremely rare art collection! This priceless exhibit has gone missing just before it is to be revealed to the public, and it’s up to you to return it to the museum before their big public gala! The party will be starting up very soon, and you need to get everything back before the attendees begin to notice something is wrong! You’ve tracked down the thief, but must steal back everything within an hour, otherwise, the unveiling will be ruined!

First Impressions:

Museum Heist started off slowly, but did present an opportunity to break into our target’s home, whereas many other heist themed escape experiences start you out in medias res, deadening some of the immersion, so the extra effort was appreciated there.

High Points:

The second half of the game kicked the immersion and fun into high gear, presenting surprises and original puzzles that we had not expected. In fact, we thought we were almost finished when the latter half of the experience presented itself! There were a couple of well hidden bits of technology that really brought home the immersion and added a great jolt of excitement to the game. One specific puzzle engaged the entire team in an awesome retrieval endeavor that spanned the entire room! The set itself was fairly convincing, presenting us with a bevy of art themed props to play with, and challenging us to engage with some of the props in unexpected ways.

Low Points:

Some of the props in this room have started to feel worn, especially the books included inside. Some searching feels overwrought, and takes away from the fun of the mystery. The opening to this room felt stilted and unnatural, with very little to point towards how to proceed. During the first half of the room, game flow was very choppy, and we were floundering for an idea of what to do at several points. There was a very light bit of outside knowledge that was not strictly required, but the alternative was poring through several books to determine the answer, which isn’t better. Luckily, we knew what we needed to in order to avoid that.

Verdict:

Museum Heist was a challenging and highly interactive room that presented us with many different types of puzzling to work through, but stumbled in spots where the game flow hadn’t been completely ironed out. Probably one of their more difficult rooms, I do recommend giving it a shot to experience some of the entertaining surprises in store during the adventure! Steal back the museum’s treasures here!

7/10 (Good)

Breakout Greensboro – Operation: Casino (Review)

Location: Greensboro, NC (There are locations nationwide, however.)

Price: $25.99 per person

Players: 2-8 (We recommend 3-4)

Time to Escape: 60 Minutes

Shaken, not stirred

Theme:

An MI6 agent has gone missing while investigating a shadowy syndicate of villains! He had tracked down their base of operations to a high roller casino in Breakout City, but has since gone dark. It is up to you to follow the trail of clues to determine where the agent has gone and finish what he started! But be quick about it, he doesn’t have much time to spare!

First Impressions:

The small casino we entered was flashy and inviting, and we started to notice hidden objects and puzzles from the moment we stepped in, getting us psyched up for our super-spy adventure!

High Points:

The themeing of the room is impeccable as the casino game tables and items are all very convincing, and every puzzle ties into the story realistically. Game flow is great and connections made between clues and the puzzles they correspond with are intuitive but challenging. The room itself is extremely interactive, presenting a bevy of props and mechanical puzzles that are exciting to interact with and produce surprising effects throughout! Production values and GM interaction was top notch during our visit as well. Specific puzzles were original and well thought out, some of which presented what appeared to be random results, but great care was obviously taken to ensure that each one worked in such a way as to lead to just one solution.

Low Points:

One specific puzzle near the beginning of the game was not properly reset, leading us to believe something else had triggered it and leading us to miss out on a puzzle. The latter half of the game was less interesting, as the decor presented was more sparse and just felt like an extra room instead of a back office or high roller’s den. The puzzles we used to identify the missing agent felt on mission, but we never felt like there was a point we saved him or took down the syndicate, leading to a fairly anticlimactic end.

Verdict:

Operation: Casino is one of my favorite games at Breakout, as it presents a cohesive mission, exciting set and puzzle design, and great reveals! I highly recommend giving it a shot at your local franchise, as it is an excellent choice for players new and old! Book your undercover mission here!

8/10 (Great)