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  • Review: The Cabin | The Room Live Escape Room LA

    The Cabin was a surprise--a lot more fun than I expected | The Room Live Escape Room LA GAME INFO COMPANY: The Room - Live Escape Room LA ADDRESS: 11500 Burbank Blvd, Los Angeles, CA 91601 GAME: The Cabin PREMISE: Dwight Carpenter was born the son of Ted Carpenter, a backwoods simpleton, and Wendy Loomis on a quiet morning in 1968. Wendy had the unfortunate displeasure of crossing paths with Ted while she was a counselor at the nearby summer camp. All the counselors were slaughtered and consumed by Ted, except Wendy. Ted kept her caged up in his workshop in the back of his secluded cabin. Sometime after Dwight’s birth, Wendy found a way out of the cabin and never looked back, even for Dwight. For she knew that if anyone ever found Dwight, she would become a social outcast. As the years passed, Dwight started to have more questions about his mother and her whereabouts. Ted always told his son that his mother left them to go live a life of sin in the city. Every night before they could devour their day’s hunt at the table, Ted always ranted about how their victims were divinely brought to them. Their appearance was God telling Ted it was their time to go. For the whole world was rotten, but that of Dwight and Ted. When Dwight was fifteen, he saw his father as a threat and knew he could fall prey to him any second. He loved his father dearly but was worried that his aging mind was getting the best of him. To be safe, Dwight scattered clues throughout the cabin that only he knew the solution to. This fear of his disappeared on one fateful evening in 1985 when a group of hunters accidentally shot and killed Ted, mistaking him for a deer. Fueled by grief and rage, Dwight finally saw the world as his father did. Those hunters became the first of Dwight Carpenter’s many victims. Will you join them? GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 08/26/2018: Aw shucks, locked in a secluded cabin in the woods again. If we don't escape within 60 minutes, we gonna be on today's dinner menu for cannibalistic killer du jour, AGAIN! *Cue trombone effect--wah wah wah* Though the premise is overplayed, it's still one of the tried & true themes that get people pumped up & eager to break out. The Cabin from The Room still got the formula right, providing a thrilling adventure for any willing victim. Just how scary was this room? Well, it depends on your affinity (or aversion) to horror. There's no live actor in this game, nor did I remember any jump scare, so to me, scare level was close to 0. If you are, however, like my friend, who has zero tolerance for anything remotely creepy, then brace yourself. Incidentally, the hour started off with this very friend's discovering a severed body part at the very beginning, followed by her loud scream of horrific surprise. *Smirk* Though lacking background music, there was always an ambient soundtrack of wind howling & other woods related sound effects, so nice touch! As for any horror themed room, I always die for some physical action required for escape, whether it be crawling or all that jazz. Glad to report, I had my moment. ;) Production value was decent! On top of it of all, this was a multi-room experience, meaning as you progressed through the game, you'd physically venture from one area to the next--& I loved it, as most people would! The game designers fully made use of all square footage of this relatively large game room, & the game play flowed smoothly & organically. Puzzles in this easy-medium room was heavily scavenger-hunt based. From start to finish, almost every step required frantic searching for clues dispersed in some of the most obscure places. This may not be everyone's cup of tea. Certain Yelper complained that one clue was so well hidden, most would not find it. The same happened with my group, which we were only able to retrieve the elusive clue at the expanse of 1 hint. (3 hints total allowed; clue system was semi-immersive.) Most puzzle inputs ended up being gen 1, with locks & safes being mainstays, plus a small number of tech based magic thrown in. I love this format. Final puzzles involved some actual riddles solving, requiring slight logic leaps and English language play. So beware. Overall, this room is great for both beginners and more experienced fans. All this above added up to a pretty solid game, though sadly soiled by the business model adopted--the controversial public game setting. And yup, surely enough, my group of 4 was assigned to survive the night with another group of 4 (strangers), maxing out the room's capacity. ...And here's my gripe. Let me just preface by saying the 4 people I met, they were not the problem. They were good-spirited, followed directions well, and had good time management. For a group of first timers, they were *incredibly* bright, and made significant contributions to our successful escape with almost 11 minutes to spare. The problem was more on me. I am not super comfortable with working with strangers. When I play with my usual group of fanatics, our already existent camaraderie propels us in almost synchronization, making the process engaging, relaxing, & fun. Working with unfamiliar teammates, however, required me to always second guess my own tone, behavior, and action, always reminding myself not to overstep (social) boundaries, thus creating this invisible layer of hindering stress. At certain points, when everyone were trying to give forth their best guesses, things just became too chaotic. No matter where you are, kitchen or cabin, too many chefs are just too many chefs. This quandary was compounded by the first location, which was (mild spoiler!) a tiny jail cell overstuffed with 8 adults. I know the owners' gotta make money, but when the very first puzzle was arguably the hardest one of the entire game, & we were, at the time, overcrowded in a prison with our bodies' narrowly brushing against each other's... ...it's just hard to solve anything -__- If the venue could graciously consider making the game private, or reducing the max players allowed in a public game from 8 to 6, I think it'd do wonder. Though, with the Groupon deal I purchased, I still felt like I got a great bargain. Had this value managed to outweigh the cons, I would be more generous with my final verdict--but it still just kinda missed the mark for me. But thumbs up for the welcoming staff and a well-maintained facility. But! Make no mistake! The escape room product by itself, is still a strong player within today's competitive market. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Lab Rat | Hatch Escapes

    This group of test subjects passed with flying colors; they shall be rewarded with fruits | Hatch Escapes GAME INFO COMPANY: Hatch Escapes ADDRESS: 1919 3rd Ave, Los Angeles, CA 90018 GAME: Lab Rat PREMISE: LAB RAT takes place in a laboratory where giant rats are doing experiments on human beings, specifically you! The somewhat unhinged Ratkenstein, a doctoral student in the field of human intelligence (or, in his estimation, the lack thereof), has tasked you with completing a series of tests and puzzles. If you succeed, he can finally write his dissertation. If you fail, he’s going to put you and your friends in the old test-subject chipper (like a wood chipper, but for test subjects!). You’ll have one hour to complete the tests and attempt to get out of the laboratory for good, before Ratkenstein turns you into mulch! GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 09/08/2018: Hatch Escapes earned itself as the 3rd stop of our birthday escape room tour, & arguably, it's the most highly anticipated game of the 5. With much hype surrounding this company's very first game "Lab Rat", expectations ran high. Someone even called it "the next level sh*t". ...it really was! Out of the 35ish rooms I'd done, Lab had instantaneously catapulted itself in the number 1 spot. From the looks of it, it'll be hard for any future game to knock it off the coveted throne any time soon. First, let's address the elephant in the room--a bit pricey. At $40 per person, it may turn away some customers. To that, I say, THEIR LOSS. Hatch had created the escape room equivalent of a 5-star hotel. As frugal as I can be, I still think this price tag as highly justifiable. (Follow their social media for discount!) Also, let me congratulate the owners for gaining access to this entire, otherwise ordinary, building. I heard they plan to build more rooms as they expand from floor to floor. If that's the level of quality entertainment they can bring to the table, by all means, turn this entire structure into an Escape Room Central! Located on the ground floor were the lobby, restroom, & the Lab game itself. The facility was kept clean & had a very fitting vibe, consciously made possible through lighting & decor. The actual game area took place over a large space--that's the genius of having access to the whole building, you can build your game with unhindered space AND imagination. And boy did the designers let their ideas run wild! Also running wild were us, who were lab humans, in a world run by mice. In this twisted exchange of fate, vermin were the ones studying for their PhDs, & we mere humans were disposable test subjects, caged, fed, & ready to be literally butchered up when deemed too idiotic for experiments. Test subj Group D's (that's us) objectives were to pass all the obstacles under 60 minutes, or... Well, you wanna know what happened to Group A-C? Aside from the creative premise, the entire escape game was a theatrical experience. Players are literally the stars of your own movie (Think "Honey, I Shrunk the Kids"). To fully immerse us in the murine plot, cut scenes were sprinkled throughout the game, played by projectors, in the most convincing fashion possible. (Staff, with much consideration, even stopped the timer while these scenes played. They thought of EVERYTHING!) In between cinematic experience, there were, of course, puzzles! While I didn't think any of them really used tech that were groundbreaking per se, it was the ways that the designers implemented them that set Hatch wide apart from the competitors. E.g., we've all seen cryptex by now. This game, while having something similar, gave this otherwise common puzzle piece a new breath of life, while simultaneously injecting it with wit, humor, & great aesthetics, AND still managed to stay grounded in its plot line. To achieve such high level of integrations from all aspects of the game was no easy feat. Speaking of props, many, if not all, of the set pieces, decorations, & clues were custom made. Even when you're not busy solving puzzles, just standing there & marveling at their artful creations was worth at least half the admission. With the way the game incessantly bombarding you with special lighting & sound effects at every step of the way, especially when you had correctly completed a puzzle, it felt both stressful (in the best way) & adrenaline pumping... FOR THE ENTIRE HOUR. As mentioned, the gadgets & tech used might not be new to enthusiasts, but puzzle presentations could very well be. There were at least 2 instances of riddles that I'd never encountered until today, rendering myself a true escape room artist that had finally utilized all 5 of my senses. The difficulty were ramped up, making it that much more gratifying when your team finally achieved the dr's goals. (At certain point, I was literally given "drugs" as a reward. Much to my group's dismay, I actually ate it. Ha!) As we progressed through the latter parts of the game, communication modalities that we often take for granted were challenged, & certain fears were tested--genuinely making us test subjects. The ending, though fitting the movie theme, was a bit anti-climatic, especially in comparison to the journey we'd just endured through for the past hour. With only 0.5 minute to spare, we proved ourselves worthy of survival, & we celebrated while a special birthday message rolled through the credits. Thank you, Ricky the gm, for making us feel special. Though minor difficulties did occur with certain props (semi-stuck button, out-of-order lock box), they in no way detracted the game as a whole to receive a rating anything less than 5 stars & A++. Funny how I always thought the best mouse-related activity was Disney. Nope, it's Hatch. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Den | The Cromwell Estate

    Birthday is sweeter when you don't get untimely murdered | The Cromwell Estate GAME INFO COMPANY: The Cromwell Estate ADDRESS: 1088 N Tustin Ave, Anaheim, CA 92807 GAME: The Den THEME: Being Stranded, Stranger's Home GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 09/09/2018: 4th stop of our birthday escape room tour, we wanted to go SCARY. With so many "horror themed" rooms popping up left and right in 2018, I wanted to do a legit one that our group's been eyeing since we got hooked early on: THE CROMWELL ESTATE'S "THE DEN". I was grateful to find out all sessions are now switched to private. Really, if you're an owner and reading this, go private! As Julie (co-owner) had told us post-game today, it only took them 1 or 2 games, in which strangers didn't get along, to ruin an otherwise perfect day for both the staff and the patrons. Thanks for giving us that extra layer of comfort and security. Then the bad news came. ...Turned out our car broke down, tampered with, to be exact. Amidst a storm, our cell phones had no reception. Damn you, horror cliches! Our only hope is to b&e into the titular establishment, and maybe borrow a phone? THEN BAM! FIRST JUMP SCARE (of many to come)! Hunting season had commenced. Den started off beautifully with an ornately decorated front porch. What looked serene on the outside was sharply contrasted from the creepy silence from the inside. Finding our way in was almost too easy--did we really break in? Or did someone want us to venture deeper inside where we shouldn't? The overall narrative and production value of Cromwell were both decent, in terms of attention to details and actual execution. Even though this game actually took place in business building complex, the game designers gave their best effort to ditch that "square box office" feel that plagues many of the OC's escape games. With some careful floor plan maneuvering, coupled with atmospheric dim lighting, throw in a creepy plot line aimed to distract, for the most part, immersion made the office vibe vanished. To be 100% honest, the set/props might not be as elaborate or movie-grade as The Basement, but it did the trick. (In fact, I preferred this over Basement.) Shrouding room(s) in darkness helped, but the strong ominous tone and mood lingered throughout the game due to other outstanding elements that could easily make up for what slightly lacked in the art department. For one, the story made a lot more sense and felt substantially more complete (vs some other games). Though the premise was a common horror trope, nothing new, the game narrated through very concise wording and required minimal reading. It gave just enough info, got to the point, and prompted players to move on. Bravo. Any voids and gaps in the story line was supplemented by, spoiler alert, the live actor. (Thus, the many parallels to Basement.) Without a doubt, the live actor (who was actually co-owner Evan) only bolstered the game experience, without being intrusive or annoying. His main job was to frighten, which proved successful by my total of 5 to 6 screams during the game. (I was also convinced his character was gonna kill us at some point.) His other job... I'll let you find out yourself. He was that extra spice that brought out the true flavors of the game. Finally, besides the live acting, Den checked off all the check boxes of what makes a great horror room: it should require us to get down on their knees (crawl, etc), jump through hoops (figuratively), and maybe discover some delicious secrets that are my favorites--trapdoors and such. I walked out satisfied ;) I'd say the scary level is about 4-5/10. It's perfect for today. On a more personal level, Cromwell, in many ways, was a testament to my own escape room "career" and growth. Having started playing in late 2017, I am now fully proficient in escape room language, ie, the ability to crack through locks and codes like a second nature. The well themed puzzles in Den were mostly gen 1, with finding keys, lock combos, etc as main objectives. (In comparison to the scavenger style employed in Basement, this was more my cup of tea.) The puzzles might've been challenging to beginners, but no longer true for me and my group. In fact, we were only stuck on the final puzzle, and used 1 hint to achieve a respectable break-out time, with about 15 minutes left. Thus, I recommend this room for players seeking easy to medium level of difficulty. For more experienced players, this is more of a horror hang-out. It's still a good time, and it's excellent for ego-stroking as you turbo-rapid-fire-open all the padlocks ;) Furthermore, I am not as big as a scaredy cat that I once was. I now face the unknown as the first guy in line, head on! (This game was linear, and featured a room-to-room adventure format. Tried and true, still excellent.) I partially wanted to do this room as a preparation for a more horrifying room named Zoe; and now... Zoe... My body is ready. The connection between Cromwell and me on an emotional level is well reflected in my grading. And the special birthday message from the staff was the icing on the cake. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Operation: X-13 | Trapped! Escape Room (San Dimas)

    Drinking some coffee, pondering why we took 56 minutes to escape | Trapped! Escape Room (San Dimas) In addition to unspeakable deeds, Cybortek also specializes in party planning | Trapped! Escape Room (San Dimas) GAME INFO COMPANY: Trapped! Escape Room (San Dimas) ADDRESS: 173 Village Ct Ste 105, San Dimas, CA 91773 GAME: Operation: X-13 PREMISE: You have discovered the enigmatic Cybortek corporation has been developing a formula, known as secret formula X-13, which they plan on using to genetically engineer normal people into killing machines for mercenary groups around the globe. You have learned the secret formula is being stored in their headquarters before it is sent to their secret lab for manufacture. Can you sneak into their headquarters and steal the formula while there is still time? (The events of this room take place soon before those in Sector 13.) GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 09/08/2018: Birthday escape room tour, location 2 of 5, we find ourselves at Trapped! Escape's new location in San Dimas, and... "ATTENTIONNN!!! REPORT TO DUTY, NEW RECRUITS!" ...Wait what. I'm just here to celebrate... "LISTEN, RECRUITS. YOU HAVE 60 MINUTES. GO INTO CYBORTEK'S PRESIDENT'S OFFICE. GAIN ACCESS TO HIS SAFE WHERE HE KEEPS FORMULA X-13. THEN GET OUT. NOW MOVE, MOVE, MOVE!!!" I guess today we need to save humanity by stopping an evil coporation from selling a deadly formula that turns everyday citizens into droid-like deadly assassins. OK :) For fans of this company, especially for those who have already done "Sector 13" at Upland location, "Operation X-13" is a magnificent room to play as it's the prequel to this overarching narrative. Having conquered Sector months ago & left with some unanswered questions, I found completing X-13 elucidated some of the more confusing plot points from my previous encounter. That is not to say you cannot play these rooms without playing the other. However, you'll get more bang from your buck from doing both, since you would appreciate your 1-hour experience on a different level. (And props to the staff for bringing the story to life via a performance-based entrance. Loved it.) To review X-13 as its own entity presents no problem though, as it is a very well done room. The overall size of the gaming area is about what you'd expect from an office based story line. You would still have to work your brains out, quite extensively in fact, to infiltrate into all the secured areas, but you'd pretty much get a clear idea of the game flow within the first few minutes. (The heart-pumping moments, which this game definitely offers, do not rely on secret trapdoors & such, but rather, heavily on the situation at hand, & the tech. More on that later.) Production value was on par with Sector, but a level below Disney's quality Rabbit Hole (another Trapped! room). It still looked great for the most part, & provided a solid & decent playground for all the actions unfolding. And man, oh man, I am not at all kidding about all the actions. While Sector went for a creepy, thrilling vibe, X-13 straight up aligned itself with the likes of a secret agent action film. (Sharp-eyed players may even find subtle reference to a certain famous English spy.) As much as I would love to include specific details, spoiling them is deplorable, so I won't. However, just know that, the room starts out strong, holds you under stress with its unrelenting challenges, & finishes with a bang. ;) This game's got a lot of sweats, heart, & soul, and I applaud the game designers for bringing something special to San Dimas. And all of the above won't be possible without the key cast, the puzzles & all their supporting tech gadgets. As warned by our gm, the puzzles in this room were hard--and they absolutely were! These are not puzzles that get recycled through all the companies out there. They are actually quite original & fantastic for being so... but that also means that they had us stumbled and fallen off track numerous times. Thanks for unlimited hints, we were able to accomplish our objectives. Although this game isn't linear per se, critical info is only available in the form of 1 or 2 key items. So, do your team a solid, and share this info by reading everything out loud. ...My team didn't coordinate well tonight, and did not follow the above advice, and it really hindered our progress. Definitely partially our fault, I also felt that this particular game design unintentionally but firmly limited the number of players suitable for this game. Since my group of 4 had problem sharing info, I don't recommend bigger group size since each additional player would make communication exponentially more difficult. Retrospectively thinking, had we organized our thinking caps better, and calmly followed prompts given, it's all so much more doable. But that's always the case, lol. As mentioned, the tech used in this room were fantastic. There were still a small number of traditional locks, but they were found in places that made good sense. The rest of the puzzles all came in forms of tech gadget based challenges. One particular puzzle even demanded your inner best hacker. Without a doubt, X-13 made being a recruit an authentic experience, and had this game been larger, more expansive, game area wise, it'd rival one of my all-time favorites, a 007 based escape game at another venue. Last comments: I'd love for Trapped! to attempt to board up the ceilings of each room, or somehow isolate sounds from other areas of the building, as I could hear people talking during my game. That effectively broke the 4th wall, and could potentially ruin an immersive experience. But all the love, enthusiasm, & professionalism from Daphne and Roland made the 2nd stop of my escape room tour a great success. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Hyde Circus (Formerly Known As Hyde & Seek) | 60Out Escape Rooms (Silver Lake)

    Don't mind my blue balls | 60Out Escape Rooms (Silver Lake) Side effect of amateur mastery of magic tricks--death | 60Out Escape Rooms (Silver Lake) GAME INFO COMPANY: 60Out Escape Rooms (Silver Lake) ADDRESS: 1333 W Temple St, Los Angeles, CA 90026 GAME: Hyde Circus (Formerly Known As Hyde & Seek) PREMISE: STEP RIGHT UP! Welcome to HYDE CIRCUS: We’ve got fortune tellers, wild beasts, and magical moments you just have to see for yourself! But you better hurry, because the circus will be closing its doors very soon. Some cruel individual has been taking large sums of money from the establishment, but we think we hired the right crew to solve the mystery at hand! Save Hyde Circus! The world wouldn’t be the same without it! GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 09/17/2018: The moment I set foot in this location, I immediately felt, "This is it! I am here!" I had seen so many IG pics of this venue, from the *spectacular* mural art on the walls of the building, to the gigantic LED light happy face at the lobby, and finally the badass Cartel escape room complete with van vehicle entrance. The level of aesthetics here was on point. This immediately set the bar high for the final stop of our birthday escape room tour: "Hyde & Seek", a detective mystery. Just what happened to children who went missing after watching a performance at the Hyde Circus? The chief suspect was the magician, though you have a strong hunch that he's innocent. Investigate the circus ground and clear his name before he faces the electric chair... in 1 hour! What a clever way to put urgency in the game play. Hyde is definitely among the creme de la creme on the 60Out roster. Story wise, it's unique, uncommon, and it just screams wacky fun. Though plot wise, as you further uncover the truth, the ending seems a little bit confusing and convoluted, almost to the point that it doesn't quite add up to prior events--but it could be just my misunderstanding. Whatever the case is, I still cannot deny the absolutely breathtaking production value that Hyde offers. Firstly, you enter the "room" by climbing, yes, climbing up the stairs and into a traveling caravan, one that is signature of when you think circus. As you continue to unlock and explore additional areas, the surroundings never ceased to surprise and amaze my eyes. Not only did all the settings look gorgeous, they made sense in terms of story, & one particular area even gave me a surprise scare! Hyde's got everything covered! Beauty, fun, and thrills! The puzzles were equally high in quality. There were 2 traditional "locks" on door/gate, which were sensible, but majority of challenges were more hands-on and tech-based. All of them were perfectly in tune with the circus theme, and none of them stuck out as sloppily tagged on. There were two instances in which players would have to actually participate in circus acts, if you will, and those were just solid memory-making moments. I bet ya won't forget them for years to come. (Want mild spoilers? Why not check out some photos?) I also want to praise on the way they almost "reward" you after inputting the solution correctly. There was usually a very loud noise accompanied with something opening, or falling, to indicate to players unequivocally that "You did it!" It generates a sense of accomplishment, while also pushing players along in the right track without any delay. Not every room out there knows the importance of such game design nuance. My partner for the day was playing for his first room, and he thoroughly enjoyed himself, and effectively got hooked afterwards. With that in mind, I could safely conclude that the level of difficulty was at most medium. If we were able to finish on time with just 2 people, one of which is a complete newbie, you can, too. Bring 3-4 people for best results! (Yesss, we asked for hints. But that's highly encouraged to enjoy the complete experience.) Now, onto the "bad". You know why Hyde did not receive the high honor of an A+? It came so close, but there were some design flaws. First, in the caravan room, I was offended both physically and mentally. I jest, but I, really, hurt myself pretty badly when I bumped into a central wooden pillar in the dark, TWICE. I bruised up my right palm and also got a minor cut on the back. Fellow gamers, play safely! (That's physical, now mental.) I also did not agree with the wording of a particular puzzle, but I could chalk it up as my misunderstanding of a certain simple vocab word. Unluckily, we also ran into tech mishaps during the end part, when a certain prop box wasn't reset, though it did not affect the flow of game play. When asking for a hint at that point, however, the speaker system was severely malfunctioning, as I could not make out a word of what the game master said to me. My partner with sharper ears were able to decipher the hint after all, but 60Out assured us that the issue would be looked into. But let's not end it on a bad note. I still appreciated everything gm Patrick did for us post-game. I was able to ask him questions regarding puzzles, and he patiently explained everything even though I seemed to go on and on, as I had so much interest and love for this circus room. He also took several souvenir pictures for us as requested, even making sure the photos would look decent in the right angle and lighting. It was the best ending I could hope for to finish our tour with. To sum up, this new 60Out branch marks all the key points for a good escape room business, and I'll be returning to play Amityville very soon. See you on Ocean Ave next time ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Escape The Hydeout | Mission Escape Games (Anaheim)

    Elegant, classy, mysterious, but a little too easy for fancy experts like us | Mission Escape Games (Anaheim) GAME INFO COMPANY: Mission Escape Games (Anaheim Branch) ADDRESS: 400 Disney Way Ste 313 Anaheim, CA 92802 GAME: Escape The Hydeout PREMISE: The good Dr. Jekyll has been acting strangely for weeks and has gone missing. A crazy fellow has been causing chaos in town so you’ve been hired to investigate. Can you find out what happened to Dr. Jekyll before Mr. Hyde returns… GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 07/25/2018: Before my actual review for "Escape the Hydeout", let me have a little "rant". ;) Forgive me, but I'm really NOT a fan of non-private games. I highly prefer playing with those I know well. Escape games require meticulous communication, & sometimes in tense situation under time pressure, may involve occasional bickering--& I don't wanna potentially present myself as a crazy, yelling mofo in front of strangers! Out of 6 spaces, 4 were taken: me, mi amigo, & 2 strangers we'd never met before. In the past, I've always had the luck of having the room to myself despite not having reserved it to max capacity. Today, the universe threw me a curve ball--so how did it go? SURPRISINGLY FANTASTIC! Given, your experience may vary, but I was fortunate enough to be paired up with a father & daughter duo, who were just lovely. The daughter, despite being a young child, was already a regular escape room player all over CA--how friggin' cool is that? I've brought this up specifically to illustrate that, despite public games' sometimes having a bad rep, when managed with care, & with a little bit of luck, they could turn out to be such decent experience. I actually enjoyed interacting with both newly met partners throughout the entire game. And my only hope was that they had as good of a time with us as I did with them two! Now the actual review! The mysterious & tragic story of Dr Jekyll and Mr Hyde... just whatever happened to the marvelous doctor? He's disappeared, and who exactly was this new Hyde fellow? Dr Jekyll has mindfully locked away all his secrets in his study, and you have 1 hour exactly to unravel what he's hidden, and escape before the unthinkable happens. As far as narrative goes, if you know "Jekyll and Hyde", you pretty much know what's in store. Though there's very little mystery involved, I commend the company on utilizing a theme that's rarely used in the LA market. (Note: this room is NOT scary.) Mission does, however, commit to this theme fully and extensively, constructing the room to be as immersive as possible. Upon entering, you'd most probably be in awe of just how exquisite the set looks. All prop pieces were made to fit the Victorian age (...right?), with much consideration to what textures, colors, and styles the pieces should employ. Everything came together as one in such a well-polished looking final product. (Our GM Sara said that, due to proximity to Disney, this venue must elevate the experience to a comparable level to stay relevant in Anaheim. You know what, "Mission" accomplished.) I particularly want to praise the company for framing the LCD monitor with a picture frame to make an otherwise out-of-era tech piece more era appropriate, though I did find the inclusion of combo locks and Master brand padlocks a bit questionable in the setting of the story. No such locks existed back then? (Alas, that's just my nitpicking, and if you're willing to glance over minor imperfections, this game still rocks.) The puzzles were actually on the easier side. With the 4 of us all having done rooms before, and with me at my 29th room today, we pretty much burned through the entire room without many hiccups. We had problem getting started with our very first puzzle, and got stuck a bit towards the end, but for the most part, this was a great introductory room for beginners, but a bit formulaic for enthusiasts. If you know your escape room logic well, you'll champion in this game. (Having only used 2 hints, we escaped in about 36 minutes. So hey, loners-experts! Even if you decide to play solo, this is completely doable!) The level of difficulty did not dictate the level of enjoyment... at least not for me! A very nice mixture of gen 1 (lock based) and gen 2 (tech based) game play, this was one of my favorite formats of escape rooms, and I enjoyed Hydeout thoroughly, from start to finish. Every time something magical happened (ie special fx!), it felt rewarding, yet suspenseful, not knowing where it'd lead you next. Bonus: since the puzzles were not too challenging, my young partner (the daughter) were able to fully participate and solve some puzzles entirely on her own, without much help from any adult at all. Seeing a child fully integrated in-game, and being as mesmerized as I was in the very same hobby, was rewarding. Lastly, I want to thank our GM Sara for being so friendly, kind, and well-prepared from start to finish. She was very thorough in introducing the rules and the story, was helpful before and after the game, and undoubtedly brought a smile to everyone's faces by being a total pro. If you're looking for a Class A escape experience in Anaheim, this is it. As for me... See you again soon, Mission Escape Games! The next time we meet, you'll try to kill me in an "Hour", one that is nothing but "The Darkest". Gimme your best effort; I'll be ready. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Galaxy Quest (Formerly Known As Flight Of The Pandorus) | 60Out Escape Rooms (Downtown)

    The alien is giving my friend a hand in posing. Generous fella. | 60Out Escape Rooms (Downtown) GAME INFO COMPANY: 60Out Escape Rooms (Downtown) ADDRESS: 2284 S Figueroa St, Los Angeles, CA 90007 GAME: Galaxy Quest (Formerly Known As Flight Of The Pandorus) PREMISE: Your crew has been hired to retrieve a weapon device aboard an abandoned space ship. The choices you make may very well decide the fate of many people's lives. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 07/21/2018: Last I was here at this location, I escaped being slaughtered by the Krampus killer (see "previous review") in Christmas week, when the Krampus apartment was the only featured room. Today, the previously defunct game Pandorus has been revamped, updated, & now once again open--so how did I fare in "Flight of the Pandorus"? Well first, the setting: Time, years & years from now. Location, in a galaxy far far away. My crew has been hired to retrieve a weapon device aboard the abandoned Pandorus by... you know, I forgot his name. Let's call him Mr. Space Mafia Head. If mission accomplished, we'd be handsomely rewarded, but the choices we make may very well decide the fate of many people's lives. Instantly after being briefed by the Game Master (GM) of our motivations, I felt so Han Solo, & super pumped to step aboard. Once inside, greeted by flashing lights, moving noises from your very own mini robot assistant Cosmo, & a transmission video from Mr. Space Mafia Head himself, I knew today, I was going to part of something special. It felt as if we were cast as the protagonists of a space odyssey motion picture. For the next hour, we were no longer on Earth. We were on a futuristic space craft, encountering various outer space creatures, & performing all kinds of out-of-this-world tasks. Immersion? Incredible! It should come as no surprise that 60Out would engineer a movie quality set that aims to get its players lost in a fantasy world. But just having a nice looking set is not enough to fully drown out reality that is our mundane lives (haha, I jest), there also needs to be a compelling tale to complement the experience. Pandorus achieved on both ends exceedingly. In fact, the back story was crafted with just the right amount of details to excite players to spring into action, & more information was revealed as the game & story unfolded. Through interaction of prop pieces, we as the players were in full control of the direction of our aforementioned movie; & as we made our pivotal decision mid-game, urgency was further created for us to get off the spaceship before time ran out. Not only was this a great escape game, it was one that was backed by one of the most intriguing & strongest story lines I have the pleasure to experience from 60Out. WOW. 60Out has eliminated all padlocks from Pandorus, because why would a spaceship employ ancient technology like a combo lock? As such, all puzzles in game were task based, & yet Pandorus managed to maintain the very signature flavor of an escape room. To strike such a balanced note was an incredible feat for me, especially because in the past, I have found other task-based rooms to be hard to comprehend, & steps required to exit a room were less intuitive, & more like guesswork. It was not the case here. There was a healthy mix of variety among the puzzles, & a few puzzles were constructed to be so immersively decorated as part of the cabin, our group had a difficult time locating & identifying them as puzzles even though they were just sitting there in plain sight! If players needed help, an in-game hint system was embedded into Cosmo, your very own assistant mini robot. He'd from time to time scream mercilessly at you when you "silly" minds derail, & try to get you back on track. The responses from Cosmo seemed to be pre-recorded, but I'm not 100% sure. & if Cosmo's sarcastic personality wasn't your cup of tea, you could still signal for more specific hints by breaking the 4th wall via a walkie-talkie. I first saw this type of two-layered clue system in Maze Room (another company), & I was happy to see it utilized elsewhere successfully. Though this is rated as "hard" on the official website, our 4-people team burned through the room & escaped in roughly 45 minutes with only 2 hints. I think a 3-member group would still be able to squeeze by just fine if they're experienced, but don't play with more than 5. Even with 4 players today, it still felt crowded at times when only 2 people could reasonably work on certain steps. & since the total amount of puzzles was actually on the lower end, the game felt *SHORT* & I definitely wanted more. Alas, this game was not without its flaws: One that stood out painfully obvious was when we completed the final puzzle correctly, the escape hatch door seemed to have malfunctioned & did not open. The timer still continued to count down, & we stood around puzzled. Our GM finally opened the exit door for us manually after a while, congratulating us that we won. A total buzzkill & an anti-climatic ending, this was enough for me to downgrade the room from A- to B+. (Well, that, plus I found out post-game that certain props and puzzles no longer functioned as they once did. I now feel like we got the short end of the stick here.) Overall, though, not a bad trip. We saved many lives, after all. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Pirate's Den | MagIQ Room

    I got that booty. And the gold bar, too. | MagIQ Room GAME INFO COMPANY: MagIQ Room ADDRESS: 1446 S Robertson Blvd, Los Angeles, CA 90035 GAME: Pirate's Den PREMISE: The world’s been looking for the lost treasures of the most famous pirate, Henry Morgan for nearly 400 years. A worthy reward is waiting for you at the end of your journey! If you succeed, you’ll gain a worthy reward and be part of unimaginable wealth! GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 07/10/2018: Honestly, MagIQ Room wouldn't be my usual escape game choice, except: 1) it's practically a steal on Groupon, and 2) my friend, who had never done a single escape room before, needed an entry level game to gain some much needed experience. But... I was quite pleasantly surprised. Let's go back to the top. Booked a weekday night game for "Pirate's Den", so parking was a breeze. Even though there was parking available in the rear, I was able to find a metered space right in front! It's already after 8pm, so it was free. Found my gold before the game even began. The facility itself was spacious, and not to mention extremely clean, tidy, and neat. Bathrooms were spotless. Staff was friendly, provided us with free water, and went over the usual logistics timely and effectively. It felt to me that this business was highly organized, and for one that's mainly advertised to younger audience, I felt extremely comfortable trusting them to host a great kids event. But I digress. Game master (Gabby?) assured my team of 4 that even though their games are kids friendly, they are not necessarily easy. I was like, ok, we shall see. Then, the back story. This was one of my favorite parts because the plot was elaborate, made sense, and coherent enough for kids of all ages (that's us!) to appreciate. You have stolen treasures from the infamous Davy Jones, and he'd captured you, because, of course, he's mf-ing Davy Jones. Why would you steal from him? Now incarcerated on board in his pirate ship prison, you got 1 hour to break free the cell, escape the ship, find the once again hidden treasures, and haul your booties with your booties far, far away. Stepping through the main entrance door titled Pirate's Den, the setting transformed into a pretty believable ship cabin. It no longer felt like we were in a building. The interior set of the ship deserved much praise, as the designers clearly took the time and effort to build something special here. As the game progressed, however, the exterior of the ship still looked somewhat impressive, but the beach scene was meh in comparison. From other reviews and promo materials, I was expecting real sand to complete that paradise look. The sand was now *gone*... kinda? (Or less than expected?) I guess I had high hopes that scene. Why not more sand, MagIQ? As far as the puzzles went, not bad. I do wanna to critique this up front--this game was most definitely a "puzzle room" with a handful of puzzles slapped together, somewhat coalesced by a loosely immersive pirates theme. While the back story was impressive, the puzzles could've been anything, and the designers would've found some way to jam 'em into the mix. It felt more like an fun activity book (or CD-ROM, or app) sprung alive into real life--and you happened to pick up one that featured pirates, treasures, and Pirates of the Caribbean soundtrack, (which I might note, did add on to the experience.) The activities themselves had a wide range, and they were fun to do, no matter how thinly veiled by a pirate costume. In particular, there were a lot of "activity sandboxes", in which you may have to escape a maze, or obtain a certain item a certain way, etc, which were all enjoyable--though no way organically existent in the world of a pirate's life. Regarding tech, there was NONE. This was your typical gen 1 room with solid game design, reliant on the most basic props, which was smart, since let's face it, your 7-year-old cousin would 200% break tech sensors. No? Ok, mine would. Nonetheless, I never dock points for strictly using gen 1 game elements, as long as the end product could provide decent entertainment. (This room fits that bill.) As to difficulty, our GM was right. (Darn it.) It was not easy... for the first 10 minutes. We were not allowed to ask for clue for the first 10 minutes, and we were completely stumped by our first puzzle. So we basically were forced to stand there and let the seconds escape away, instead of us doing the escaping. After overcoming the first hump though, the rest of the voyage was smooth sailing. Team #BootyExperts escaped after roughly 41 minutes. Overall, we had fun. My escape room virgin friend was no longer a virgin, and she's open to doing more. And that's all I really wanted anyway. While not my usual recommendation of choice, MagIQ certainly had found a unique niche in this saturated LA escape room scene, and managed to entertain its non-core demographic at the same time, even for a fraction of the regular price for its customers. That's not shabby at all. For all you adult escape enthusiasts reading this Yelp review, if you need a quick fix, give "Pirate's Den" a try. Great bang for you buck, or excuse me, I meant Doubloon. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Dr Von E. Scape | Containment Escape Games

    "We killed it"... Oh, we killed something that night, all right | Containment Escape Games GAME INFO COMPANY: Containment Escape Games ADDRES: 936 W Foothill Blvd, Claremont, CA 91711 GAME: Dr Von E. Scape THEME: Psychotic Physician, Hellish Clinic GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 07/07/2018: Per official website, Dr Scape, the #1 miracle physician, has come out of hiding after years of inactivity, because one of you, YES, YOU, is a special case to him. You seize this opportunity of a lifetime for a valuable consult, but what really awaits beyond the office door? Also per site, this game has a minimum age requirement of 13 (aka more mature theme), and tight spaces are required. (Well, you know what that means! Spooooooky!) While all my suspicions regarding the direction of the plot and the physical feats we'd have to perform were validated during game play, what pleasantly surprised me was the excellent execution of the aforementioned. It frankly blew me out of the water. Containment didn't just improve upon their past effort for this sophomore product; it undoubtedly aced it. Much like Cabin, the scenic for Dr was decent, and got the job done. While it may not be comparable to, say, 60Out, the owners of Containment worked with what they got with much effectiveness, and immersion was aptly achieved. The attention to details was conspicuous and much appreciated. The actual space and layout was tight (but still comfortable), and playing with more than 4 players (max capacity) would feel cramped. My group had 4 players total tonight, and it was an enjoyable and intimate experience. The puzzles were intentionally harder than Cabin's and it showed. I was not able to crack open locks instantly like I am used to. There was a good 5-minute long of head scratching before anything started to take off. I loved the variety of challenges presented, though tbh, not all of them related to the central plot super-organically... which I know, it's hard to achieve. Some riddles were definitely more doctor-y, some were more science-y, & some were more backstory-y. They did all essentially come together in a big picture. But! All puzzles across the board were extremely fun to do. A good handful of them followed "escape room logic", though they were convoluted enough to give players a satisfying challenge. (Due to the difficulty, I recommend 2 players for only expert enthusiasts. Otherwise, 3-4 brain-powers would come in handy.) Worth a mention: Some puzzles even employed gadgets and techs that you may not come across every day in your escape room games. So, get ready for your "wow!" moments. As written above, some riddles were science-infused, so to speak, and that's always a welcoming treat for geeks and nerds, like me. This game, so far, had tickled me in all the right ways ;) What pushed me to really, really love this game was the element of personalization. Only 2 other rooms I'd played in the past took the extra effort to create a forever-lasting moment by tailoring a certain "item" specific to the current gaming participants. And I was so so glad to see Containment/Dr to join this list. How this played out in this particular game though, was so deliciously implemented, you'll really just have to play it to experience it. It was one of my LOL moments, and totally worth my admission price. What also impressed me was that the current and future room offerings are actually inter-connected. While each could be played on its own, there is an overarching theme that glues them together. While not critical to game play, it was a nice touch, almost like an Easter egg for returning customers. We successfully escaped a horrible fate (well, kinda, for most of us anyway) under the time limit, with about 8 minutes to spare. We did request 4-5 hints from the unlimited hint feature, with clues broadcasted via a hand-free audio system. While not immersive, the system was convenient and easy to use. Finally, (as if I didn't have enough positive things to say about Containment already), I felt such warm welcome from the owners (Kyle/Nicolette) at my second visit. Nic even recalled the Pokemon shirt that I wore in my previous game. Being able to foster strong customer relationship, Containment would definitely continue to flourish. "Dr Von E. Scape" was part mystery, part terror, and a whole lot of awesomeness. Kyle told me he wanted a natural progression, in terms of difficulty and sophistication, to his escape room products. And you know what? So far, so so so good. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The A.I. | Exit Game (Los Angeles)

    The "costume" idea was hackers who use their minds. Not sure if that translated well... | Exit Game (Los Angeles) GAME INFO COMPANY: Exit Game (Los Angeles) ADDRESS: 111 N Atlantic Blvd Ste 148, Monterey Park, CA 91754 GAME: The A.I. PREMISE: Your friend Jonathan Adams, a software engineer, disappeared after being accused of a massive digital attack on the government. Perhaps there are clues within his studio that you can use to clear his name? Oh, and be sure to be nice to Ada, his A.I. digital assistant...you wouldn't want to get on her bad side. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 08/05/2018: Always a joy to return to Exit Game. The spectrum of theme offered here is so broad, I feel like I am Barbie, having stepped into so many career choices: secret agent, covert soldier, wizard apprentice, and today, the most important job of all--a best friend. Awww. In "The Artificial Intelligence (A.I.)", tu amigo Jonathan was arrested for an alleged cyber attack on the government, but it looked like his digital assistant ADA was to blame. (Think Alexa but more advanced... and more sinister.) You have one hour to go into Jon's bachelor pad and SHUT. IT. DOWN. AI occupies the smallest square footage compared to the other games on the roster, but still manages to pack in big fun. Production value is decent as always, with just the right amount of props and decors to successfully achieve the vibe of a studio apartment and its (gasp!) secret workshop. At first glance, this setting really didn't look like much, and some might even dismiss it as on the plainer side. But, like always, as you do your escape-room-thang, unlocking secrets and gaining access to classified areas... NEON LIGHTS ABOUND! It looked more beautiful than I'd imagined. But let's not waste more text limit on the set; the VIP of AI is undoubtedly its unique game play format! AI is essentially a video game that's come to life. You enter the game at novice mode with 60 minutes to beat the boss. With 40% escape rate, you'll most likely triumph. But here's the twist: if your team manages to escape with 15 minutes remaining, AI enters EXPERT MODE automatically. At this check point, you can declare your victory and leave, or you can select braving further challenges. Should you accept your (optional) mission, you'll continue solving bonus, HARDER puzzles, all the while risk failing to escape in time the second time around. You say you're good at escape rooms? Prove it. A built-in competence barometer... How deliciously intriguing is that?! Moreover, because AI is advertised as easy level game, I initially thought for sure there'll be your usual lock-and-combo puzzles. Boy, I mean ADA, was I wrong! There's ZERO padlock, and with the exception of a few wall safe style apparatuses, everything else was tech based. In retrospect, this made perfect sense for a game that takes place in a computer genius's futuristic home. Nerdy fans (me!) all rejoice for tech-infused escape rooms! Puzzles also varied in different styles, some of which were extremely reminiscent of actual video game, complete with computer, keyboard, and mouse involvement. These particular elements fit so well into the theme that I couldn't help appreciating the creativity and the execution from the game designers... ...which leads me to a MILD SPOILER! YOU'VE BEEN WARNED! [As mentioned, though this room is relatively small in actual *real-world space*, perhaps the decision to include and utilize *virtual space* on the PC is both budget fitting and downright genius. I personally thought it added an extra layer of "Wow, cool!" factor. See for yourself.] Due to the aforementioned puzzles' variety, autonomic plug-and-chugging, common among enthusiasts, is not enough to win. These puzzles test all skills at your disposals--cipher decoding, reaction rate, and even mathematical logic. Unless you're an omnipotent master of all trades, it's good to have life lines in the form of your teammates. As such, everyone on my team got to shine in their own moments. What made my experience enjoyable was partially due to no particular participant's being an expert at all riddles presented across the board. The mutual reliance within a group made everyone a winner. My team, The Burms (Burmy based trio), struggled through this so-called easy game. (This happens more often than I'd prefer.) We needed 4 total clues to succeed, clocking at around 14:30 at completion of default NOVICE mode, narrowly missing the coveted EXPERT mode. Thus, I actually recommend a team of 4, potentially up to 6, to at least help scout out easily missed details. Nevertheless, with much hospitality, Exit Game invited us back immediately to complete expert mode since we still have close to 15 minutes remaining. Along with a detailed walkthrough given by my gm, I was able to witness & experience the AI story in its entirety. I sincerely thank the venue for showering its returning customers with excellent customer service, which really sets a business apart in a sea of competitors. I continue to recommend this brand to my peers for its consistent performance. Definitely a 5-star experience, today's visit marks my 4th entry with this company. My journey with EG is slowly coming to an end. The next adventure awaiting will be the last and hardest room yet--The Villain's Lair; and I've never been so excited to be behind bars. See you then, Kim. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Nautilus | 60Out Escape Rooms (Koreatown)

    It was one chaotic submarine ride on a Saturday morning ▪ 60Out Escape Rooms (Koreatown) GAME INFO COMPANY: 60Out Escape Rooms (Koreatown) ADDRESS: 135 S Western Ave, Los Angeles, CA 90004 GAME: Nautilus PREMISE: A Ship is lost without it's Captain, but the twist and turns of the sea deliver you and your team to this state-of-the-art, abandoned ship. It's got a bit of a personality, but you don't mind, as long as you're safe from what lurks in the ocean. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 06/30/2018: Finally tried out one of 60Out's newest location in K-town, and I gotta say, much of my high expectations were met and some more! Game master Laura was polite and pleasant, quick to guide us through the waiver, basic rules, and backstory briefing. (Thanks for being a great host, Laura!) They have 2 great games at this location--Nautilus (family friendly) and Orphanage (for horror fans). Today, we chose the delightful, under-the-sea adventure of Nautilus, which has quite an eccentric plot: You're the crew of a sunken ship, with fate unknown, stranded in the ocean. In the nick of time, you're rescued by the mysterious titular submarine. No crew or captain was on board, and little was known about the vehicle. As the plot unfolded, you'd attempt to navigate Nautilus back to safety, but also brace yourselves in the perilous adventures to come! With a clear "20,000 Leagues Under The Sea" vibe, this game was essentially 60Out's answer to the "under-the-sea" check box on the "rooms to design" check list. A very gorgeous scenic achieved superb immersion, which came as no surprise for this popular LA chain. Rather than feeling submerged in a typical submarine, I felt like I stepped into a Disney movie taking place in that signature, intentionally ambiguously futuristic fantasy world. The submarine was built with equal parts post-modern technology and steampunk aesthetics, teetering between that magical middle ground of SciFi fictions. The occasional moments of special effects and ample amount of atmospheric soundtrack undoubtedly helped elevate the experience to the next level. Puzzles were, for the most part, fantastically implemented. There were 2 distinct classes of activities: First, there were task based goals that should come instinctive to players, as these were things would one would do, I'd imagine, to gain access, control, and eventually navigation of a make-believe submarine. These mundane activities were presented in wonderfully cryptic ways, hence giving a very interesting, challenging, and satisfying game play. Second, there were puzzles that were more puzzle based, those that escape room enthusiasts should all be familiar with. Gratefully, none came across as puzzles purely for puzzles' sake, and all were knitted well together to form one coherent storytelling. I also enjoyed being toyed by the game makers, when certain clues and props were presented out of order on purpose. Certain information given to you early in the game, or in a different room, might come in handy much later on. This certainly ran the risk of being distracting and frustrating, but for Nautilus, it kinda worked. And this strategy fruitfully added to my experience. As things escalated towards the tale's finale, so did the difficulty! Billed as a medium difficulty room, Nautilus proved to be harder than we expected with the clock's ticking down mercilessly towards the end. I personally thought it was due to a mixture of my group's own ego and the game's abstract conceptual design, particularly for the last room. Had we been less proud of ourselves, we would've utilized the unlimited clue system for a much needed clue earlier on; but we didn't, so we really did a number to our escape time (more on that later). Consequentially, things got chaotically physical as a *series* of climatically events occurred, rendering my group's running back and forth in an unplanned aerobic workout. For the first time in my escape room history, I experienced the horror of finding out more puzzles after completing what I thought was the final puzzle for the game, putting my group in a serious time crunch and jeopardy of losing the game! The adrenaline-filled ending to our journey made today's game all the more intense, memorable, and plain o' awesome. We barely escaped to safety with 37 seconds remaining. Surpassing my expectations, Nautilus was actually jam-packed with a high number of high quality puzzles, giving me an always welcoming feeling of "more bang for your bucks". (We did run into a couple of questionable tech hiccups. I wasn't 100% sure if those were malfunctions, but surely they prevented us from moving forward, and the game master had to intervene. Certain props were also certainly broken, and should be attended to soon.) As mentioned above, the game gave us unlimited hints, which were delivered through an overhead audio system. The game master could hear you at all times. So just give them a holler, and they would respond quickly and clearly. Though this was not an immersive clue system, it was still extremely convenient. Overall, though not a game changer for me, Nautilus is another solid entry under the brand's ever-growing list of great games. It still stands out as one of the most well done, family friendly escape adventures available on today's market. (And hey, we all have friends that can't do horror rooms/haunts, right?) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Orphanage | 60Out Escape Rooms (Koreatown)

    Family portrait at The Orphanage is often depressing ▪ 60Out Escape Rooms (Koreatown) Be quiet, you don't want to anger the director ▪ 60Out Escape Rooms (Koreatown) GAME INFO COMPANY: 60Out Escape Rooms (Koreatown) ADDRESS: 135 S Western Ave, Los Angeles, CA 90004 GAME: The Orphanage PREMISE: Be Quiet, you wouldn't want to wake them up. Be Nice, you wouldn't want to make them mad. Be Afraid, they're waiting for you. The Fernvale Orphanage will take great care of any lone souls out there in need of care. Do you need care? You do, don't you? GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 07/04/2018: Like a fellow reviewer, I too planned a sibling bonding time at this 60Out location. Having played "Nautilus" (see "Previous") just days ago, I'd come to expect superb-quality product from both this brand and this location in particular. Being horror fans ourselves, we two were both super psyched/nervous the moment we arrived to venture into "The Orphanage"! Game master Leila, who was fantastic from start to finish, got us acquainted with the usual rules etc, and a doomed journey off we go! After the GM slammed the main entrance door shut, we were shrouded in absolute pitch darkness (!). A creepy narrator voice filled us in what's up: a suspicious orphanage, missing kids, determined heroes (that'd be us). We set foot in the questionable orphanage, hoping to shed some lights on the children's disappearance, but only to be trapped in the foreboding building by a mysterious force. We have 1 hour to escape, or who knows what the dishonorable director'd do to us? The scenic was amazing. I thought Nautilus was great, but Orphanage was even better. Even in the dimly lit room(s), I could visually tell the HIGH QUALITY materials they used to construct this truly movie-quality set. Upon actually touching the props, my fingers confirmed what I saw. Everything even *felt* HQ. 60Out even went the extra mile to manufacture a prop book without using actual paper (you'll see), thus eliminating the need for "un-immersive" lamination of individual pages. Such attention to details merited high praises. What about them puzzles? This was where it got a little... "iffy". My sis and I both agreed that, in this aspect, Orphanage felt less like an escape room, but more of a haunt experience with specific task goals. Call us sucky players, but many of the steps did not feel organic or intuitive. When prodded by the GM in the correct direction, or when hinted heavily even, the solution made clear sense. But pre-clue, much of it fell in the category of "How were we supposed to know that?" Furthermore, one puzzle in particular was stunning to look at, theoretically functional, but poor in execution that it ended up coming off as confusing and frustrating. (Hence, the room's grade of A- instead of a full A.) Despite the above, each activity we had to perform fitted snugly in the story world, and were all actually FUN to do. Therefore, even if I seemingly critiqued on the game play, I still thoroughly enjoyed the many moments I shared with my sister. (And that's really what it's all about, right?) Now, the next important question: just how scary was it? As mentioned above, starting off the players in total darkness was a pretty ballsy move. You literally would have zero light source at hand or around you. (Even the renowned The Basement, another escape company, gives you an ominous, faint light.) I guess 60Out really meant business! As the game progressed, mood lighting, immersive audio, & other special effects all worked seamlessly together to create a terrifying tale that the audience would easily get lost in. However, without the implement of an actual actor and live jump scare, it's a comfortable level of scariness. There were moments of hesitation, but my sister & I always ended up pushing through head on, motivated by the urgency of the clock's ticking down, and the captivating story behind the game. Suffice to say, it's horrific in the ways horror fans want it to be, without its being pee-your-pants level of scary that'd prevent you from enjoying yourselves. In fact, your own imagination is a significant player in your experience, and your adventure is only as frightening as you allow it to be. Of note, the same overhead PA hint system was used, and Leila was even semi-in-character, thus making clue request both convenient & more immersive than Nautilus. Since most of the steps were counter-intuitive to how our 2 brains worked, we sadly used a whopping 7-8 hints to defeat the evils that lurked the orphanage. We did, however, escaped with close to 15 minutes left. So as far as difficulty went, it wasn't terrible! The designers probably accounted for the stressful environment for the participants, and therefore budgeted the number of puzzles to the lower side, making an escape under 60 minutes more achievable. Basing on my own experience, I recommend a small group of 2 to 3 players for a spooky great time; and go lightly on the hints, as most players would have more than sufficient time to succeed. Lastly, I want to thank Leila again for being an awesome GM. Not only did she help me take some great souvenir photos (check 'em out... we're dressed up, y'all), she even volunteered to explain any dying questions that we had regarding both the game and its behind-the-scene technology. Her professionalism made this a class-act escape game, and Orphanage's probably my favorite horror themed room thus far. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: School Of Sorcery | Exit Game (Los Angeles)

    They only had one wand prop, but no fear, I brought my own chopsticks. ▪ Exit Game (Los Angeles) It's almost like I am that one rando that joined a group of friends. (Plot twist: I AM!) ▪ Exit Game (Los Angeles) GAME INFO LOCATION: Exit Game (Los Angeles) ADDRESS: 111 N Atlantic Blvd Ste 148, Monterey Park, CA 91754 GAME: School Of Sorcery PREMISE: It's your first year as a wizard. You must undergo a series of magical exams to prove your abilities. Conjure up spells, and concoct potions with your classmates. However, be wary, dark things lurk the halls of our school. Be prepared to battle the evils inside. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/18/2018: At my 20th room & 3rd adventure with Exit Game, my friends & I found ourselves at the entrance gate at the "School Of Sorcery". Forgoing my all-black uniforms from my 2 previous missions (see previous reviews for "Lab" and "Hour To Kill"), I tried my best to ace my magical exams as a freshman wizard. But watch out! Evil was lurking around the corner... Sorcery was the most elaborately decorated room of all the games I'd done thus far at Exit Game. The first main classroom was spacious, & completely littered with Harry Potter reference that even a casual fan could appreciate. Hardcore fans, this is your must-do! The designers took the time to ensure all sets & props fit the time frame and style of the world-famous book series, immersion was rarely broken throughout the game*. (*See clue system below.) Labeled as a medium difficulty room with 38% pass rate, Sorcery was actually a tougher room than anticipated. To put one into perspective, in order for players to make the leader board, they could ask for 1 hint overall. Otherwise, more hints were provided upon request at 10-minute intervals. My group of 5 students were so clueless & we struggled so badly at the beginning, not only did we request clues, our game master fed us directions voluntarily to move us along. Escape enthusiasts would appreciate this level of challenge, while beginners might want to practice a bit before tackling this one. Though difficult, all puzzles were definitely doable, but sometimes a bit frustrating. Nonetheless, they were fantastically fun. With the gm's push in the right direction, we started to see just how outside-the-box and refreshing some of these clues were. When you finally wrap your minds on how to solve the riddle, the end result of finally reaching the solution was utterly satisfying. Actual padlock puzzles were kept to the minimum, and even the 1 (or 2) lock(s) we got to unlock in the game was wacky and comical in nature. It was truly a group effort to solve all the conundrums Exit Game threw at us--bringing people closer through the art of gaming! Not only did we have a lot of "A ha!" moments, we also inadvertently created few "LOL!" memories during some of our desperate but incorrect attempts. (Btw, we escaped!) Set amidst the spellbinding world of Harry Potter universe, Sorcery was a game that appropriately employed all the magics that modern technology had to offer. With that, Exit Game truly took a risk. In general, the more tech a game uses, and the farther away a game steps away from the so-called Gen 1 style, the higher the risk it runs in case of things not working out the way the designers intend them to. But I am happy to report that majority of the magic happened without problems, rendering the game both mesmerizing and satisfying; nonetheless, minor issues did arise: Minor spoiler: The now famous talking portraits from the HP novels were heavily featured in-game. The playful banter from these portraits mid-game made the immersive environment and narrative stronger, though at the cost of wasting the players' valuable time. A complaint reflected both by my teammate and other reviews, it's a minor setback. For me, I saw it as part of the game, and everyone's playing field was equal, it didn't bother me much. Though factually, all players would lose about 2-4 minutes overall, no exception. The final showdown involved a genius and creative use of tech that might be familiar to gamers and arcade goers, and it was beautifully implemented in the story line... WHEN IT WORKED. I very much appreciated the format of the game, but did not possess enough knowledge in-game to perform it reliably to execute "magic spells". Again, at times, it felt more frustrating than fun. But when you did get it right finally, it's undoubtedly more :) than X[! Lastly, the clue system involved using a walkie-talkie between players and the gm, and no matter how you frame this, walkie-talkie shatters the 4th wall, effectively ending the immersive experience. That's my one true gripe about this game, because it just didn't work well in the world of wizardry. However, since I needed hints badly to advance, I guess less-than-perfect is better than nothing at all. Of note, this was already improved compared to previous system--having the gm's actually coming into the room O__O!!! All in all, Sorcery gave an honest and decent attempt at cloaking an awesomely interesting game in a Hogwarts robe, and for the most part, it worked just fine. In fact, it's one of the few HP themed games out there to my knowledge that is actually of decent quality. Exit Game's forte is continually game play, and that continues to stay true in my experience. Though I definitely do prefer my other previous 2 games more, Sorcery wasn't bad! Exit Game will retain its 5-star rating. Putting minor issues aside, I recommend all escape lovers, especially the HP fans, to give it a go. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Doctor Psycho (Or Dr Psycho) | 60Out Escape Rooms (Hollywood)

    Was looking for a cannibalistic doctor. Then I gotta go. ▪ 60Out Escape Rooms (Hollywood) GAME INFO COMPANY: 60Out Escape Rooms (Hollywood) ADDRESS: 1316 N Western Ave, Los Angeles, CA 90027 GAME: Dr Psycho PREMISE: You and your fellow patients have been entrapped by the psychotic doctor who moonlights as a lucrative serial killer. Your goal is to solve his puzzles to escape the room before he comes back. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 02/03/2018: My novice escape artist friend was ready for a horror room, so I hand-picked out a medium difficulty game "Dr Psycho" from 60out, fully tailored to his needs. It's a great gen-1 room mixed with some cool techs, equipped with puzzles manageable by beginners, & a mildly scary theme to satiate his virginal need for terror (no live actor involved). [A quick note: though this location provides its own private parking lot, all spaces were taken. Street parking nearby is available.] The narrative behind this game is a tale as old as time--Patient sees doctor. Dr kills patient. Dr eats patient. Police tries to stop dr. You know, horror escape room 101 materials. You, utterly undertrained newbie detectives, were to infiltrate into the dr's clinic & apprehend the good dr. ...Except you're new at your jobs, so he found out & is now challenging you to escape before he turns you into filet mignon too. A sufficient story to get you going, but it was also the weakest aspect of the room. All the puzzles you'd solve in the room would further you no more, like NOT AT ALL, in cracking the case. You neither help rescue kidnapped patients, nor do you gather evidence to build a case to arrest the murderer. Your only goal was survival. Make no mistake, this was still a great room we'd come to love. The atmosphere was mildly creepy, mostly due to the dim lighting at the start. My friend who's never done a horror themed room before was seriously freaked out. He was petrified for the first 10 minutes upon hearing the dr's greetings. As the sound effects gradually died down throughout the game, he regained composure & did some fine sleuthing. The room itself was spacious enough for 6 players, yet I wouldn't recommend playing with more than 4, as my duo team did just fine (with a few hints given). The room had enough props to support the vibe of the plot, but was barer than expected for a relatively large space. Interestingly enough, there was one gigantic red herring that many players would waste time on, I'd suspect. Overall, a solid effort on the scenic, sufficiently immersive for both casual & expert players. Yes, there was blood & gore (blatantly obvious from the game's publicity stills & trailer, so this is not a spoiler), & no, you would not (technically) have to touch any of it. You most likely would end up doing exactly that anyway. Told you it's immersive ;) Without giving much away, this is not a 60out escape room that features a "room to room to room" adventure, which is actually quite common with this brand. Rest assured, there was enough for us to do that kept us engaged & entertained, including self-inflicted mutilation. I kid, kid. Pretend mutilation. (See trailer!) The puzzles were mostly gen 1 (& linear), meaning a lot of key/combo/locks going on. I honestly kinda love these, so it was a splendid time for me. Along the way you'd encounter some set-based & tech-based interaction puzzles, which added to the variety & mixed up the flavor a bit. My friend & I found this mix-bag format highly appealing. (You might also find a certain pop star's cameo, & if you love them, all the more appealing!) The actual puzzles themselves were not super challenging, as someone who's had only 20 something rooms under his belt, I could fly through a handful of them with my typical escape room logic. I also got stumped at certain moments, though. Nonetheless, the puzzles WERE fun to do, & many of them tied in closely with the theme of "crazy medical doctor hunting for his latest meal". & yes, that also means that a small number of puzzles felt tagged on, & did not relate as organically. It's a minor issue, really, as it did not affect my positive game play experience. As with any police officers game, clue system was easily made immersive. You as detectives could select to receive unlimited help from dispatch unit (ie the game master) through a walkie-talkie, & the 4th wall theoretically would be well preserved. This, of course, would depend on your gm's performance. (Mine did fine.) We ran into trouble a couple of times, but with the gm's gentle prodding, we escaped after 47 minutes! I was so psyched about our performance with only two brains, & so impressed with the overall package of this escape room; we give it 5 thumbs up! (You'll get it if you play!) What really pushed this game over the edge & into the land of incredible-ness was a piece of evidence you'd discover towards the end. It's personalized, immersive within the narrative, & oh-so-creepy. My friend was stunned & immobilized for a good 2-3 seconds. Best of all, I got to keep this as a cherished memento. So freak-ing awe-some. Dr prescribed us an hour of fun, & we were more than happy to be compliant. I recommend you to do the same, because a little bit of horror never hurt anyone. Well, except for all the people he killed, I guess. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Entropy | Entropy LA

    Forgot to take a pic because, well, there wasn't a proper lobby. ▪ Entropy LA GAME INFO COMPANY: Entropy LA ADDRESS: 940 W Washington Blvd, Los Angeles, CA 90015 GAME: Entropy THEME: Entropy, Randomness GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 06/01/2018: *ATTN: Due to recent complaints about extreme heat, lack of professionalism, and other issues from my reliable Yelp friends, please consider reading multiple reviews for a more comprehensive and accurate reflection of the business as of late. (And sadly, I can no longer endorse a 4-star rating.) [Game play experience on 6-1-18, prior to recent issues:] Today, my friend and I had the pleasure of playing one of LA's newest escape rooms, named Entropy LA, opened for only 3 weeks. It's always exciting to witness the beginning of a freshly budding business. Two things stood out prior to arrival: The theme was mostly unheard of. Entropy? Last I saw this was in college chemistry. So, is this about disorder and randomness? Next, it's a 90-minute escape room. Does this mean experienced enthusiasts would have an extreme surplus of time? Will novice players have an easier time? First, the story/theme: Before game play, we were informed that we're scientists traveling between portals and exploring through dimensions of the space-time continuum. Do what you will with this info, but it flew right over my head. Even inside the room, nothing much helped elucidate this particular plot line. What you would get, truly, was randomness. Disorder. Whimsical sights. Colorful props. A series of eccentricity stringed together in no apparent order. I actually enjoyed all this weirdness. What confused me was, this thematic motif only occurred in certain parts of the game. The random splashes of hues, tints, & shades would cease suddenly at the main core of game play. And as you advance to the final parts of the game, it'd come back! Strange. As far as scenic went, it was somewhat of a minimalist approach, though there was no shortage of the colors of the rainbow. While there was no high production, Hollywood movie set, Entropy placed its players in the center of what almost felt like random sketches of a comedy show. Each scene encountered felt a little bare and disconnected, though each on their own, provided satisfying and unique game play. It wasn't so much a lack of effort on the designers' part, but their conscious choice of presentation. Tbh, this could be hit or miss. What shined through, however, were the puzzles. The puzzles were linear, & almost completely devoid of high-tech integration, which were entirely intentional, as explained by the owners. Tech use, while impressive, certainly runs the risk of malfunctions. Gen 1 style (aka lock and key), however, is more reliable. I agree; I never dock points off purely for gen 1 style game play, because there's something very satisfying about solving a puzzle, reaching a goal, obtaining the pass code, and inputting into the lock. It may sound old school, but it's tried and true, and it works. I enjoyed all the puzzles given. I was impressed by some refreshing ones that were not seen often, & delightfully overwhelmed by the wide variety and formats offered. Although even the owners admitted to avoiding high-tech props, it didn't mean there were no fun gadgets! They provided several cherished "ah-ha!" moments. Moreover, Entropy managed to join the short list of escape rooms that evoked many of the players' senses. If you're a dominantly visual player, be ready for a good challenge. Though given 90 minutes to crack the codes, my novice friend (3rd room) and I (20ish room), a duo team, struggled through the entire way. Thank goodness for unlimited hints, delivered through walkie-talkie. Some clues were cryptic and hard to connect between the dots, though all solvable after a healthy nudge. One particular puzzle required minor outside knowledge, though shouldn't be much of a problem for American-born audience. I recommend 4 players for the best gaming experience. To put into perspective, our team of 2 were given 100 total minutes (with grace time added), assisted by numerous hints, but were still 2 steps short of escaping. There was a hearty volume of difficult puzzles that could satisfy beginners and enthusiasts alike. Well, we had fun... though a victorious escape would be sweeter. Although it is 100% kid friendly, the game's difficulty is more suited, and the complexity is more appreciated, by teens and up. I wholeheartedly commend the owners for trying something bold and different. For what it was, it's still an excellent intro course to beginners who may not care for a heavy central theme, or a respectable gen 1 room for the more puzzle-inclined veteran players. Certainly intellectually stimulating, it made for a great brain workout. To be transparent, I did find Entropy through Groupon, & our tickets were decent bangs for our bucks. There's always a learning curve with new businesses. With much needed polish (scenic and theatrics in particular), Entropy may one day turn its potential into something decent. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Sector 13 | Trapped! Escape Room (Upland)

    Protective goggles preserved my eyes, while lack of gloves ruined my arm. ▪ Trapped! Escape Room (Upland) Scientists at work. Just academics doing what they do best. ▪ Trapped! Escape Room (Upland) GAME INFO COMPANY: Trapped! Escape Room (Upland) ADDRESS: 600 N Mountain Ave Ste B204, Upland, CA 91786 GAME: Sector 13 PREMISE: Your cousin has been working as a test subject for the enigmatic Cybortek Corporation. Things have gone wrong and he’s now dying. Can you sneak into their high-security underground lab and find the antidote? GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/26/2018: I might've found my pupper that keeps running away into the "Rabbit Hole" (see "previous"), but I still got a cousin who's been poisoned by the lab corp Cybortek from inhumane human testing. (Kids, get a job at a reputable company, k?) Well, it's too late now, so let's sneak into the controversial corp and synthesize an antidote for the cous. In an hour. Before he dies. You know the drill. Advertised as containing a more mature theme and featuring some elements of horror, "Sector 13" was still somewhat a family friendly game, though more geared towards teenagers and up. There was no haunt-style jump scare and live actor, so it's actually still suitable for a wide range of audience. Though I haven't experienced the 3rd room Upland location has to offer, I have a feeling that this would be my favorite one! After viewing a short but to-the-point intro video, which narrated one of the more exciting stories I have taken part in thus far, we thrust into the world of perilous chemical experiments! The general scenic was on point. While I couldn't say this was Disney-esque, quality was still quite excellent, and sets and props were convincing. Though the game, in reality, took place on the 2nd floor of a business complex, once you stepped through the entrance door, you're transported into the heart of the story. The starting location of this game was the selling point of many reviews I'd read. While I won't be the one to spoil this for you, it definitely would get your adrenaline pumping right from the beginning with very convincing special effects. As the story progressed, all subsequent sets and props felt natural, appropriate, and highly believable. Trapped! does not believe in sparing any expanses, does it? I am glad that there are owners out there who believe in good investments yield good returns, because this company provides very excellent production value. This game had a very strong lab related component. Umm, hello, antidote synthesis? So there's myriad examples of high tech embedded in the game. Prepare to play with gadgets! But even with all that flashing visuals, Trapped! again found the balance of giving the players just enough to immerse themselves in the plot line, without implanting unnecessary red herring. In fact, escape room regulars would be able to pick up which were key items, and which were not, for better or worse. (I personally vote for better.) On a related note, not only did the technology of the sets and props impress in terms of setting, their charm found its way into a handful of puzzles, too. So let's talk a bit about that. Sector 13 employed both gen 1 (padlocks) and gen 2 (tech or interaction with sets) elements. You may be thinking, well, wouldn't it make more sense if majority of the puzzles were tech based since this is Cybortek, a million dollar corporation after all? Well, of the puzzles that did use padlocks, IT ACTUALLY MADE SENSE. Those locks were placed so organically into the story line, I wouldn't have it any other way. On the flip side, when things should make use of tech, they certainly did. Such seamless corporation, I must praise! The puzzles and clues themselves were also satisfying to play. Though the logic behind several puzzles might feel recycled from other games that enthusiasts could've encountered before, there were still moments that made me go "wow!" And of the puzzles with recognizable formats, they were implemented beautifully with the goals of the plot in mind. All this combined into a very, very satisfying gaming experience. Hints, again, were unlimited. Hint system was embedded into the story, and it worked well. I always appreciate the game designers' taking an extra step to ensure all parts of game play are immersive. So job well done! Sector 13 was not a terribly difficult room. We used perhaps 3 hints, but we successfully conjured up the antidote and escaped with almost 15 minutes remaining. We're great scientists! Lastly, word of advice: When they brief you the rules, they'll tell you some locks in the room are purely for game play setting purpose, and not part of any puzzle. Don't waste time trying to open 'em. (Guess who made this mistake repeatedly? *Points 2 thumbs at self* THIS GUY.) Special thanks to our game master (Larina? I forgot your name, sorry, dear.) for taking good care of us, and showing such enthusiasm and passion for being our guide, and for your affinity to our themed costumes. The mutual excitement shared between the game host and the players was part of what made today's visit such a wonderful joy. Well, Upland location, 2 rooms down, 1 to go. San Dimas location is also set to open in June, and rumor has it, it's got a room themed to the prequel of the events in Sector 13. (Gasp! Dun dun dun!) I can't wait to go on more Trapped! adventures! Hopefully next time will be a less bloody mess! ;) Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Abyss | Maze Rooms LA (Vermont)

    Making sure to strike a good pose, because we failed... Darn it! ▪ Maze Rooms (Vermont) Looking all cocky pre-game, thinking we'll beat it for sure... ▪ Maze Rooms (Vermont) GAME INFO COMPANY: Maze Rooms LA (Vermont) ADDRESS: 132 S Vermont Ave Ste 204, Los Angeles, CA 90004 GAME: The Abyss PREMISE: Embark on a daring escape 200 leagues under the sea! You and your companion are en route to a massive, underwater prison complex, but there is a glimmer of hope. Can you escape from The Abyss before time runs out? Please review our limitations. A daring escape beneath the sea awaits you and a partner in The Abyss Escape Room in Koreatown, LA, a cinematic escape room game designed uniquely for two players of any level of experience. Teamwork is key in this medium-difficulty puzzle game room, as players must work together to overcome the deceptively simple challenges found on board a submarine bound for an underwater prison complex. But be careful! Just when things seem to start going your way, you might find yourself contending with an especially unwelcome visitor! GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/05/2018: My first experience with Maze Rooms LA was pleasant, though we must've been very bad boys because they immediately proceeded to send us to an underwater prison, located 200 leagues under the ocean, via a submarine pod. Thanks, Maze Rooms, for sending us to "The Abyss" the very first time we met! They even gave us a dedicated jail jumpsuits; I guess navy blue is the new black. Luckily for us, we had a hacker friend on the outside... or on the surface... to help us escape in 45 minutes or less. (Well, you're technically supposed to have 60, but you gonna see why as events unfold.) Did we succeed? Abyss, unlike any other escape rooms I've done thus far, was truly one of its kind. The technology employed in this small space was just super duper impressive. Let me divulge a little bit of spoiler in order to truly praise this creation. To immerse players in the illusion of being transported through the deep sea, this room, or more accurately, this pod moved, shook, and rumbled. You get the idea. Coupled with other visual and audio effects, it's hard to NOT get lost in the storytelling. To stay true to the plot line, the 2 players (this game requires exactly and only 2 players) would not venture in or out of this room. The entire duration of the game was confined to this moderately small space. Therefore, for those who prefer to discover secret trap doors and pathways, and for those who are extremely claustrophobic, this may not be the game for you. (Those who are prone to motion sickness should be just fine, no worries.) However, Maze Rooms had jam-packed so much for you to explore and do in this small package, it's difficult not to have big fun. The interior design of the entire set looked amazing. The Abyss pod looked realistic enough to fit in the fantasy world of our epic adventure. They did NOT skim on the budget for production: the flashing lights, the integrated and hidden speakers, the "windows" displaying what's outside the pod, complemented by the costumes provided at the beginning of the game, this truly was a total package that screamed quality. Now, what about them puzzles? That's what we escape room enthusiasts came for! Well, on this end, Abyss continued to break the mold, fitting the unique trend and vibe I've been describing thus far. None of the puzzles came across as puzzles. All steps that you're prompted to do were essentially imaginative measures that one might perform in order to halt the pod from its original course to jail, override the system, and navigate it back home. I commend the creativity. And to emphasize just how tech-savvy this room was, every single step along the way were fully automated. Many tech-based solutions provided superbly "A-ha!" moments. The game designers should be so proud. Unfortunately, I am more of a puzzle kinda guy. I prefer more "traditional" puzzles embedded organically in a story, versus the very "practical" vibe of the Abyss challenges. Not saying the Abyss games were not fun--they were--but they were just not exactly my cup of tea. In fact, though advertised as medium difficulty, Abyss gave me a harder time than some expert rooms I've beaten in the past. As such, I used the clue system myriad times. The clue system was, however, absolutely genius. For the most part immersive, this system was two-layered. You could complete the entire game without any help. (Minor spoilers...) If you needed a small nudge in the right direction, pre-recorded "video feeds" from your hacker friend would be available for you at all times. If you're still confused, then actual, live assistance could be elicited from your game master. Your freedom to choose how much help you want in such a fashion was a game-changer in my eyes. Still, somewhat sadly, the overall style of the puzzles just was not as enjoyable as that I am more used to in the past. It isn't that I don't welcome new formats of problems to solve, it's more of the fact that I could not intuitively comprehend what was it that the game wanted me to do. A few of the steps required a vast amount of imaginative interpretation, and not enough clear clues were given. Some previously included, but now abandoned puzzle pieces also became red herrings that confused us. All that together indirectly made the game more frustrating than exhilarating. To have full disclosure: nah, we didn't escape in time under 45 minutes, but they graciously let us have an extra 2 to 3 minutes to finish the last step. For that, I was pretty grateful. Maze Rooms LA gave clear effort into making a great escape experience like Abyss, but it's just a case of not-really-for-me type of scenario this time. While I still would recommend other fellow players to try it out, it's more of a 4-stars-ish situation for me. Game master Jay was personable, and he suggested for us to return to try out other rooms in the future. And you know what, I am pretty sure I will. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Magic Kingdom | Maze Rooms LA (Vermont)

    The magic lives on for another day thanks for our wrinkly wands ▪ Maze Rooms LA (Vermont) The battle between good and evil, apparently via spells and stabbing ▪ Maze Rooms LA (Vermont) GAME INFO COMPANY: Maze Rooms LA (Vermont) ADDRESS: 132 S Vermont Ave Ste 204, Los Angeles, CA 90004 GAME: Magic Kingdom PREMISE: The Magic Kingdom: a place of wonder where all things are possible and magic is real. Join this fairytale adventure and save the Magic Kingdom before time runs out, and the magic is gone forever. The Tree of Life is dying, and only you can save it! Fantasy, whimsy, and a little bit of drama await both first-time players and experienced enthusiasts in Magic Kingdom Escape Room, which is a medium difficulty escape room game in Koreatown, LA that offers a spellbinding adventure to captivate both children and adults. You and your friends have been transported to an otherworldly land known as the Magic Kingdom, where a mysterious curse threatens the ancient Tree of Life! GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/10/2018: 2 days after I narrowly (kinda) escaped imprisonment 200 leagues below the sea at "The Abyss" (see previous review), I'd come to find out that "Magic Kingdom" at Maze Rooms LA was quickly dying. The Tree of Life was withering, and it's up to willing wizards to restore the disappearing magic and bring the fantasy world back to life. No worries, Maze, we're at it! Donning the wonderful Harry Potter-esque costumes provided at the lobby, we ventured into a world of whimsical magic through the entrance door. Among the wizard robe, the dim but colorful lighting of the enchanted forest, to the nearby modest cottage, the level of immersion achieved was simply incredible. Maze really went all in for this "escape" room. (To call this game an "escape" would be a misnomer, because you never really had to escape anything. You could leave at any point. But the fate of the Kingdom was in our hands, and we must prevent its demise in 1 hour before we could depart!) First, the set looked AB-SO-LUTE-LY A-MA-ZING!!! I couldn't believe my eyes when we first walked through the door. It was like a portal, transporting us from the real world to a fairy tale story land. The scenery stimulated multiple senses--so much to see, hear, and touch. (If Maze could add in some pine wood smell to the forest, or the likes, that'd be awesome! And though the sense of taste wasn't part of the game, understandably, your mouth might be needed at some point still!) The entire space felt very Disney-quality, and was a lot bigger than I initially anticipated. They definitely did not want to spoil too much for you on the website. There's so much more than advertised. The first minute inside the room was purely exploration, strolling around, and across the board admiration of such beautifully and intricately designed creation. Just wow. Of course, as the game progressed, we unlocked additional access to more areas. And even though you thought you could survey the entire room at first glance, Maze managed to pack in some surprises around the corners still. I loved it. The "puzzles" themselves all made sense. Much like Abyss, no puzzle felt like a puzzle; instead, every step we took was a part of the storytelling. Little bits and pieces of the plot unfolded as we performed our magic throughout the Kingdom. (Under the pressure of time limit, I wasn't able to fully absorb the story as it was happening. But post-game, I reflected back, and everything made so much more sense. I appreciated it on a different level.) Unlike Abyss, these steps we took were much more intuitive, yet challenging at the same time. While we did get stuck at certain point, upon getting some hints (see below), we were put back on track easily, because the puzzles *made sense*. I can't possibly emphasize more of how important and magnificent this is for an escape game when it's done right with style. The bulk of the satisfaction derived from this alone. Coupled with amazing visuals and sound effects, Kingdom was close to perfection. "Transitions" between each "spell" you cast were rewarding, and major plot points in the game were stunning to see. You'll see! Literally! And did other reviews "warn" you about a "very physical" task you'd have to do? One of the best moments! When we got stuck, we used walkie-talkie to get clues from our game master. There used to be an immersive clue system employed, but since it wasn't functioning too well as of recent, it was abandoned. It sadly became more of a red herring, along with a few other unused prop pieces that confused me a tiny bit. While we struggled initially, we flew through the latter part of the game so quickly, when the game ended, I felt like, "That's it?! Nooo!!! I want more!" We had about 18 minutes leftover, signifying that the room was indeed easy to medium in diffculty, and great for beginners. I recommend no more than 4 players, or else there might not be enough for everyone to perform magic on. The ending, strangely, was somewhat anti-climatic. Maze could really consider putting some extra oomph at the finale to make it truly magical. Overall, all the positive reviews and hypes around this room turned out to be extremely true. And thankfully, Kingdom's theme and puzzles were much more in tune to my liking, so my friends and I had a great time today. Again, no offense to you, Abyss--you're great in your own right, just not my cup of tea. But let me sip on Kingdom tea any time, any day! Thanks much to game master Katie for providing a pleasant trip to Magic Kingdom. Our experience today far exceeded that of Abyss from 2 days ago, and the rating for this venue quickly bounced up from 4 to 5 full stars! Kingdom is a must-try for escape room fanatics of all ages, as long as you are 4 feet tall or above, and accompanied by an adult if you're under 16 ;) The magic lives on for another day! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Down The Rabbit Hole | Trapped! Escape Room (Upland)

    Of course we escaped--siblings teamwork can't be beat ▪ Trapped! Escape Room (Upland) GAME INFO COMPANY: Trapped! Escape Room (Upland) ADDRESS: 600 N Mountain Ave Ste B204, Upland, CA 91786 GAME: Down The Rabbit Hole PREMISE: While chasing your runaway dog, you fall into a large hole. You find yourself deep underground, standing at the doorway to a strange home. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 04/21/2018: Heard about this place when the owners of Containment (also reviewed) casually mentioned it in a convo. I figured, why not? At home, I could already tell from the website that this place will not disappoint. I needed an "easy" room for only me and my sis, duo team, for some much needed quality sibling-bonding time, and "Down The Rabbit Hole" fits all the criteria. It's family friendly and not scary, great for beginners, and doesn't seem to need a lot of brains to conquer--just 2 would still be sufficient. (My sister has done 1 bad escape room before, and I have done 13 nice ones thus far.) When we arrived at Trapped!, I was greeted by the host Michael. He was friendly, talkative, & very warm and welcoming. (He also informed me that the owners of Containment used to work for Trapped! No wonder they are all a very nice bunch!) Our female game master (forgot to get your name, sorry) then led us down the rabbit hole after a brief intro/backstory video. (Basic premise: find your lost doggie, then escape out before... you'll find out.) The actual room experience began here... and what a sight! This Alice In Wonderland inspired game took place in a rabbit's burrow, and every inch was built and decorated with detail-oriented perfection. (Fun fact: Trapped! hired someone with Disney background to construct this, so you can expect Disney dark ride quality here.) Not only did the set look amazing, the game was designed ergonomically. Things that were not part of puzzles, or things that shouldn't move, were either glued or nailed down. Such strategy provided customers with great aesthetics without inadvertently introducing confusion when solving puzzles. So I liked that very much. So things looked great, but what about them puzzles? Well, this room is billed as family-friendly, so they gave us very clear starting points on what to do. Puzzles were mostly intuitive, appropriately themed, and successfully finding the delicate balance between doable-by-teenagers and challenging-enough-for-adults. It's strange, because they were straightforward, and yet you couldn't exactly fly through them without some mental processing. And yup, not even one single traditional lock in here, very befitting of the whimsical theme. As someone who's done a handful of rooms now, I appreciated the novelty and variety. Some puzzles did take some leaps in logic, eg, my sister and I would solve the puzzle correctly, obtain a key item, and just drag that item around aimlessly without really knowing what to do. But fear not! "Rabbit Hole" has an immersive clue system and gives you unlimited hints! (Minor spoiler ahead.) As the story unfolded, we found out that we could talk to Mr/Mrs Rabbit, the owner of this burrow home through a "pipe". Inquire through the pipe, and a cute rabbit-y voice would help you out. Any time we got stuck, we utilized this system and moved things along. In fact, I didn't quite fully understand how to solve several puzzles as intended. So in my previous draft of this review, I listed out some "shortcomings" of this game. The owner of Trapped!, Richard, actually reached out to me to further discuss such issues. Without spoiler, I want to commend Richard for always looking to improve upon his existent games! Through our discussion, he made me realize that "Rabbit" is themed beyond my initial comprehension. There is a common motif sprinkled throughout the room that I missed on game day, and now that I was made aware, I have a newfound respect and a whole new level of appreciation for this fantastical creation. I mistakenly thought a puzzle was faulty, when in fact, the puzzle was brilliant in design! In addition, I also reflected back to Richard that certain puzzle may not be obvious to the average players' eyes, and he assured me that they are already looking to tweak the game to produce a smoother, more satisfying game play. I was truly blown away from this excellent exchange and professional customer service. With all this new info in mind post-game, "Rabbit" is undoubtedly a very solid, youth-friendly, light-hearted game overall. As someone who's more of a thrill seeker, I walked away feeling entertained, but not 100% satisfied... The lack of urgency in the theme might've contributed to this; but mostly, it's a matter of personal preference. Rest assured, it's still a GREAT game. I am very glad I played it, but I do recommend a darker-themed room for adults with my similar taste. It's like the Alice In Wonderland ride at Disney: While I thoroughly enjoyed what it had to offer, it's no Indiana Jones. It's simply a calmer specie, but not necessarily a bad thing. This room is perfect for people who squirm at horror elements, younger audience, or veterans looking for a change of pace. For what "Rabbit Hole" sets out to do, it pretty much does so flawlessly with *impeccable immersion*, so come falling down, down, down when you get a chance! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Chapter 2: Norcross Art Gallery | Evil Genius Escape Rooms

    We are now part of a painting of paintings at the Norcross Art Gallery ▪ Evil Genius Escape Rooms GAME INFO COMPANY: Evil Genius Escape Rooms ADDRESS: 2525 W Washington Blvd, Los Angeles, CA 90018 GAME: Chapter 2: Norcross Art Gallery PREMISE: All current evidence leads to the Norcross Art Gallery, owned by the infamous multi-millionaire Lang Norcross. Mr. Norcross has a questionable reputation at best, but could he be in league with the Evil Genius? Across the moonlit street lies the building, violently at rest, as if it were a dormant volcano. No matter, you have no choice. Even if there is only a sliver of a chance that there is evidence inside, you must go. What secrets hide between the marble statues, antique vases and priceless paintings? Only one way to find out... GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/05/2018: Needed a great birthday celebration idea, & Evil Genius really delivered. First, I would like to thank Jackie (sis of sibling team of venue owners) for giving us a great experience. For this review, I wanna try something new--borrowing from the official website, I gonna address each bullet points Evil Genius claims to offer (& ultimately succeeds). Top quality: Yes. The set was definitely this. Most everything was custom made & built by the owners, providing players an experience as realistic as possible. We did the 2-hour special (playing chapter 1 & 2 together in 120 minutes), & both sets were impressive. Occam's Apartment in chapter 1 was movie-quality, especially when coupled with an actual building front. The props really came together to project the feel of a lone bachelor's pad. Complete with sad Chinese take-out boxes & beer cans! (One particular clue was even personalized to my group!) Norcross Art Gallery, by comparison, was less "wow", but it was still pretty darn good. It was true to a vibe of a smaller scaled, rich-gentleman-owned, personal art showroom. Imagine your everyday commercial gallery but condensed into a miniature version; that's about what you're getting. The scenic was certainly one that stood out from the rest. Episodic: The plot behind these rooms is truly the star of the this venue! The chapters are strongly story-driven, & each game picks up where the last left off. This made the game SO AWESOME!! Sometimes, if you're just forcing puzzles into your games, things simply don't flow organically. Evil Genius manages to do the exact opposite--every puzzle fits in so well, whilst you find out more & more about what happened to our guy Occam, our trusty ally X, & Mr Evil Genius himself. & this location is the ONLY PLACE, that I know of, that allows you to play 2 rooms merged as 1 single game. As long as you can solve both rooms under 120 minutes, it doesn't matter how long you spend in each chapter. You can speed through ch. 1 to get more time in ch. 2, or vice versa. A game model that is both innovative & satisfying. Immersive/Custom music: These kinda go together. First, the music to your game is like the score to a movie. & truly, with the sets & the story discussed above, we were immersed in a movie-like experience, & we were the stars. We were Occam's detective friends who were trying to figure out what/who truly murdered him. But can you imagine a movie without proper scores? Terrible! Furthermore, can you imagine an escape game without background music? The silence would seem out of place. To both, owner Patrick surely can't, & that's why he composed all the music you hear in the game. (Or actually, I heard that he built these rooms so he could feature his music! Either way, it all worked out perfectly.) He put his music to great use: The background music changed when the plot thickened; & there's even faint music in the background of the art gallery audio tour (see below)! Nice one, Pat. Unique puzzles: Finally, the puzzles. Were they unique? Thinking back... it's a healthy mix. There were some that enthusiasts could see right through, & then there were ones that had us going, WHOOOOOOOOOAAAA! It's worth mentioning that they made use of our senses that were not traditionally touched on in most escape games. (Lil spoiler!) In ch. 1, we relied on more than our eyes for one puzzle. In ch. 2, audio tour of the gallery tested our listening skills. We blew through ch. 1 as the puzzles were somewhat easier; ch. 2 puzzles overall also made sense, albeit some required clues/prompts. (Clue system was also immersive.) Secrets/Fast-paced: Yes, these were particularly true when we got to the latter parts of the games, when things started to go terribly wrong for us, & we were fighting to escape FOR OUR LIVES! Again, moments like these were really heightened by the appropriate use of urgency-theme music/score. Heart-pumping as we burst through our final door, we felt so triumphant to have beaten the Evil Genius twice with 33 minutes leftover overall. Fun with friends: Without a doubt, we had a lot of fun! Since all games are private, you'll never share a room with strangers. With a capacity of 6 people max in each game, I'd say it's about right, since any more than 6 would feel quite cramped. I recommend a group of 3 to 4 for experienced gamers, as too many chefs in the kitchen may yield a chaotic & non-productive game, potentially leaving some with nothing to do at times. Duo players may feel overwhelmed in ch. 2, in which the puzzles required more intensive thinking. Everything you want in a well-balanced package of escape room experience is found right here at Evil Genius. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Chapter 1: Occam's Apartment | Evil Genius Escape Rooms

    Celebrating my birthday in style. Getting huge white panty as my present. ▪ Evil Genius Escape Rooms GAME INFO COMPANY: Evil Genius Escape Rooms ADDRESS: 2525 W Washington Blvd, Los Angeles, CA 90018 GAME: Chapter 1: Occam's Apartment PREMISE: Bill Occam was dead. They said it was open-shut: textbook suicide. While you didn’t agree, you just wanted to put this nasty chapter behind you. Just clean out his apartment and move on with your life. The hallway seemed never-ending. To most people, it was just another hallway leading to another rundown apartment. To you, well, you might as well be falling down the rabbit hole. You stand frozen outside of his door as a feeling of dread washes over you. “what is wrong with me? There is nothing to be afraid of,” you think. You steel yourself and open the door… GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 05/05/2018: Needed a great birthday celebration idea, & Evil Genius really delivered. First, I would like to thank Jackie (sis of sibling team of venue owners) for giving us a great experience. For this review, I wanna try something new--borrowing from the official website, I gonna address each bullet points Evil Genius claims to offer (& ultimately succeeds). Top quality: Yes. The set was definitely this. Most everything was custom made & built by the owners, providing players an experience as realistic as possible. We did the 2-hour special (playing chapter 1 & 2 together in 120 minutes), & both sets were impressive. Occam's Apartment in chapter 1 was movie-quality, especially when coupled with an actual building front. The props really came together to project the feel of a lone bachelor's pad. Complete with sad Chinese take-out boxes & beer cans! (One particular clue was even personalized to my group!) Norcross Art Gallery, by comparison, was less "wow", but it was still pretty darn good. It was true to a vibe of a smaller scaled, rich-gentleman-owned, personal art showroom. Imagine your everyday commercial gallery but condensed into a miniature version; that's about what you're getting. The scenic was certainly one that stood out from the rest. Episodic: The plot behind these rooms is truly the star of the this venue! The chapters are strongly story-driven, & each game picks up where the last left off. This made the game SO AWESOME!! Sometimes, if you're just forcing puzzles into your games, things simply don't flow organically. Evil Genius manages to do the exact opposite--every puzzle fits in so well, whilst you find out more & more about what happened to our guy Occam, our trusty ally X, & Mr Evil Genius himself. & this location is the ONLY PLACE, that I know of, that allows you to play 2 rooms merged as 1 single game. As long as you can solve both rooms under 120 minutes, it doesn't matter how long you spend in each chapter. You can speed through ch. 1 to get more time in ch. 2, or vice versa. A game model that is both innovative & satisfying. Immersive/Custom music: These kinda go together. First, the music to your game is like the score to a movie. & truly, with the sets & the story discussed above, we were immersed in a movie-like experience, & we were the stars. We were Occam's detective friends who were trying to figure out what/who truly murdered him. But can you imagine a movie without proper scores? Terrible! Furthermore, can you imagine an escape game without background music? The silence would seem out of place. To both, owner Patrick surely can't, & that's why he composed all the music you hear in the game. (Or actually, I heard that he built these rooms so he could feature his music! Either way, it all worked out perfectly.) He put his music to great use: The background music changed when the plot thickened; & there's even faint music in the background of the art gallery audio tour (see below)! Nice one, Pat. Unique puzzles: Finally, the puzzles. Were they unique? Thinking back... it's a healthy mix. There were some that enthusiasts could see right through, & then there were ones that had us going, WHOOOOOOOOOAAAA! It's worth mentioning that they made use of our senses that were not traditionally touched on in most escape games. (Lil spoiler!) In ch. 1, we relied on more than our eyes for one puzzle. In ch. 2, audio tour of the gallery tested our listening skills. We blew through ch. 1 as the puzzles were somewhat easier; ch. 2 puzzles overall also made sense, albeit some required clues/prompts. (Clue system was also immersive.) Secrets/Fast-paced: Yes, these were particularly true when we got to the latter parts of the games, when things started to go terribly wrong for us, & we were fighting to escape FOR OUR LIVES! Again, moments like these were really heightened by the appropriate use of urgency-theme music/score. Heart-pumping as we burst through our final door, we felt so triumphant to have beaten the Evil Genius twice with 33 minutes leftover overall. Fun with friends: Without a doubt, we had a lot of fun! Since all games are private, you'll never share a room with strangers. With a capacity of 6 people max in each game, I'd say it's about right, since any more than 6 would feel quite cramped. I recommend a group of 3 to 4 for experienced gamers, as too many chefs in the kitchen may yield a chaotic & non-productive game, potentially leaving some with nothing to do at times. Duo players may feel overwhelmed in ch. 2, in which the puzzles required more intensive thinking. Everything you want in a well-balanced package of escape room experience is found right here at Evil Genius. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Lab (Formerly Known As Lab 51) | Exit Game (Los Angeles)

    Bonus if you know our costume reference. (Hint: The Lab deals with aliens...) ▪ Exit Game (Los Angeles) GAME INFO LOCATION: Exit Game (Los Angeles) ADDRESS: 111 N Atlantic Blvd Ste 148, Monterey Park, CA 91754 GAME: The Lab (Formerly Known As Lab 51) PREMISE: As part of an elite military strike force, your squad has 1 hour to infiltrate Lab 51 and to find out what happened to the alien life form within the lab. The lab is set to self destruct in 1 hour so time is important. Discover the secrets of conspiracy theories on what really is in the alien lab. GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 04/28/2018: My previous mission as a British spy went so well at Exit Game (see my "previous review" for "An Hour To Kill") that, tonight, I enlisted as an army soldier to infiltrate "The Lab 51" to find out what exactly happened to the rumored alien life form. Breaking and entering into the highly covert Lab 51 with me are my 3 friends, who are all newbies at escaping under the pressure of 60-minute time limit. (I myself am at room #15!) Briefed by Exit Game as one of their easiest missions, (only preceded by "The A.I." in terms of easy difficulty,) Lab 51 was in no way a push-over challenge. In fact, I found it somewhat more difficult than advertised, forcing my team to call backup support 3 times (i.e. 3 hints) in order to successfully flee in time. But more on that later. Upon being led to the entrance of the titular location, we were given guns (flashlights in diguise) for defense and lighting, and optional helmet for skull protection... Well, enough with the in-character writing, let's get down to this review business! Exit Game, hands down, is one of the best at immersing their patrons in their story line. This is my 2nd room with them, & each time I play with them, I really felt like I was a character in an action movie--and tonight, Mulder & Scully, move aside. The pros are at work here. My mission was to b&e my way into the lab, gather info, & get out before self-destruction of the building. So appropriately, beside the well lit entrance room, every other inch of this space was essentially covered in darkness. (We were penetrating after hours, I suppose!) Lighting was sparse throughout the game, and we relied heavily on our "guns" for illumination. Sounds exciting yet? There's more! Because we were to sneak into this highly secured, classified location, we couldn't exactly just walk through the front door. We had to worm our way in by crawling through air vent like spaces. (Thus, the optional helmets for protecting your noggins.) And crawling was just the beginning of a potentially hour-long of intense physical labor. Lab 51 is filled to the brim with physicality-based tasks. (I really don't wanna spoil more!) Much like a real-life investigation, you may have to go back and forth through different rooms. A lot. And I loved every minute of it. Different rooms, you say? Why yes! Lab 51 is actually the largest room Exit Game has to offer, if not one of the biggest space available in all of So Cal. I am a fiend for escape rooms that include trap doors, secret passageways, and hidden rooms, and this game offered all that & more! There was absolutely no dull moment during my mission, only intense, sweaty exhilaration punctuated by occasional pauses of confusion due to... ...The puzzles of this game. Being one of Exit Game's earlier creations, this room does not feature a lot of tech, but the layout as described above will more than enough make up for it. The puzzles themselves will lead you to solutions to open padlocks and keypads, and are by themselves not terribly difficult, nor are they innovative enough to be labeled "never-before-seen". But the plot is so immersive and fun that, when you solve the puzzles, they just fit in so beautifully into the story line and provide immense amount of enjoyment. The puzzles were *extremely linear*, meaning that if you get stuck on a step, you're locked out from the rest of the game for quite a while. So don't be shy about asking for clues. (The clue system involves communication via walkie-talkie, and your game master will guide you in character. Much improved from before, the clue system no longer breaks the 4th wall.) In fact, some clues and steps were physically so far from each other, my team struggled to figure out what's next. Furthermore, there were some red herrings that threw us off as well. A couple of clues were not clear enough also, and imo, could use some tweaking. The final puzzle also took a huge leap in logic, so really, kudos to those who could solve it without hint. Otherwise, it wasn't necessarily unfair, but just required a vast amount of imagination. To offer you a helpful advice for games at Exit Game: pay attention to all the clues that you see now, but may not get to use right away. Keep it in your memory bank, and withdraw it back out at the correct moment. A good general escape room tip for all future rooms, really. After 55 minutes of muscling (yes, literally, due to all the physicality involvement) through layers and layers of lab security, we triumphantly broke out with huge smiles on our faces, narrowly avoiding the imminent explosion about to destroy Lab 51. What a night. What a great game. A huge win for everyone through and through. Well, (Spoiler!) maybe except for the disemboweled alien. Aw well. Side note: for those who are physically handicapped, sadly, this game may not be right for you. Otherwise, Exit Game offers some of the most unique games out there! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Asylum | Cross Roads Escape Games

    Great way to lose a few inches off the waist by method of involuntary restraint ▪ Cross Roads Escape Games GAME INFO COMPANY: Cross Roads Escape Games ADDRESS: 4245 E La Palma Ave, Anaheim, CA 92807 GAME: The Asylum THEME: Psychiatric Ward, Patient Isolation Cell GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 03/21/2018: I got an email from Cross Roads from the mailing list, & found out they were one of vendors at the convention "Adventures Worth Exploring 2018" at Anaheim Convention Center. They also boasted about how the exclusive mini game "The Asylum" would be available to play for FREE, & the tickets to the con itself were ALSO FREE! Just seeing the name "Asylum" makes me wanna attend. Reasons? This game is usually a travel demo game available at cons only. It was also shortly open for public gaming on very limited dates around Halloween in October 2017 as a special, & it was only $10 per game for 2 players. (Game must be played with in pair.) I missed out, of course. But now that all stars were aligned perfectly with $0 admission to everything, I had to be there! Upon arriving, I found out the mini game was very popular, with the sign-up spots running out quickly! Why? First, it was free. Moreover, "Asylum", in many ways, can be considered an intro game to people who have never done an escape room experience before. With only 10 minutes committed to each session, you can get a small taste of what an adrenaline-pumping escape game is like, & the quality of work that Cross Roads offers. Even if you end up not liking it, (but why the heck would you not?!), you'd only lose 10 minutes of your time. My friends & I were all lucky enough to get spots, & couldn't be more thrilled! When it was my turn to play, my friend & I were greeted by a couple of psych ward nurses, one of whom was played by the owner Madison! Even though I knew she was the owner, I didn't say anything, & neither did she during the entire con! What she did do was briefing us on the premise of the game: You are a patient with split personality, 2 minds, 1 body. Your objective? Escape the patient cell room that you're about to enter within 10 minutes, or else doctors would arrive for your scheduled lobotomy. Ouch! Now keep in mind, all this explanation was happening while they tightly bound your two bodies together with straitjackets, to the point that I now understand the effectiveness of a girdle. I must've lost about 5 inches off my waistline during this process! By the end, the 2 players would end up with having only two arms & hands to work with, & your mobility would be limited to tiny shuffling gait. Talk about a unique gaming experience! (Oh yeah, you have 3 locks on your jackets. You probably wanna unlock those...) Then we got thrown into the padded cell; the game commenced! Obviously, now I'm getting into spoiler category, so I won't be able to relay any more details. But as illustrated above, the game play itself, while short, was golden all around. Leave it to the folks at Cross Roads to turn a padlock based game completely upside down. Talk about the creativity! While 99% of the venues out there put padlocks on boxes, drawers, etc, who would've thought you could lock your actual players with them? This is why I constantly admire & recommend Cross Roads to players of all levels. Everyone, no matter novice or experienced, can find & appreciate the innovation that this company strives to provide for their customers. Their love for the genre shines through each time I interact with them. Due to game's set up, players are literally forced to work together every step of the way, & the elements of team work & communication become ever so essential during that short 10 minutes. A lot of enjoyment derives from having to work together in a coordinated & timely manner, which is not always true in all the rooms that you may play in your escape room career, if you will. Sometimes, players may end up being a bit passive in some rooms, & that is impossible for "Asylum". Finally, being kind of a fan boy for this company, I know that Madison (Luke too?) have a background for art direction & are experienced in creating movie-quality sets. Though this is only a mini game, it is also a gateway to many beginners of what the genre & company is about. So they poured their heart & soul in this creation, hoping to generate a positive, lasting impression. The entire game takes place in a small, confined cell, but every inch of the room was done with perfection. The artistic construction of the inner padding, the clever and immersive lighting, the just perfectly hidden puzzles & clues, to the considerate implementation of air-conditioning, I simply just cannot commend these creators enough for such a well put together experience. In fact, this could be summarized by my friend's quote, "The Asylum was definitely the highlight of, not only the con, but the entire day!" *I would recommend everyone to play this room, but alas, THIS ROOM'S RETIRED, PER OWNERS. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: The Cabin | Containment Escape Games

    We did REALLY WELL in the first 30 minutes... then it went south ▪ Containment Escape Games GAME INFO COMPANY: Containment Escape Games ADDRESS: 936 W Foothill Blvd, Claremont, CA 91711 GAME: The Cabin THEME: Creepy Cabin, Crazed Killer GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 03/25/2018: I'm always a bit apprehensive in trying out a new business, always wondering if the owners have worked out the kinks yet. Nonetheless, after reading so many positive reviews on Yelp, I decided to give Containment a try. Besides, it's never fair to discount a venue just because it's new; also, I wanna support fellow escape room enthusiasts (the owners, Kyle/Nicolette), so I booked the "The Cabin" for me & my friend! (Side note: private games are available without extra cost. Contact owners/see website for details. I purposely booked this game for only 2 people to test out our skills; to let my friend participate more since she was a passive player historically. Now after playing, I'd rec 3-4 players for best escape record time possible.) Upon arriving at the location, Kyle was resetting the room, so we waited in the very clean & tidy lobby, which had chess, puzzles, & N-64 available to kill time. The bathroom, which I always need to use before an escape game, was also very pleasant. When the Cabin was ready, we went over the story's premise: we took a wrong turn in the woods, got a flat tire, & now stuck in pitch darkness. (What luck!) We saw the nearby, titular Cabin, & our plan was to go inside to get help! Given 2 lanterns, we entered the Cabin... First, production values! I was expecting it to smell like a cabin like some other Yelpers said, but I didn't detect that. My friend did, however. Having done 10 or so escape rooms in the past, I'd say the decor of "The Cabin" is adequate, leaning towards the side of decent. I am not trying to grade it down on purpose, but having seen Hollywood-grade props in other locations, & to be fair/honest in my reviews, I can't say it's super excellent, but still decent. But hey, that means there's room for improvement ;) However, I could still tell great consideration were taken in the choices (furniture, boxes, etc). Rest assured, immersion was still fully and aptly achieved. The game was heavily padlocks based, with a few techs thrown in. Personally, I don't mind lock based games, if execution is smooth, & the process is enjoyable. Containment fits into this category quite comfortably. In fact, Containment reminds me a lot of another company Puzzle Workshop (also reviewed). They're both great companies that may not have super "fancy" budgets, but *very* respectable products are still available for consumers to savor. Truth be told, with the sound effects, I did get lost in this imaginary story line. Being able to lead the customers into this illusion is a significant part of escape games, sometimes almost as important as the puzzles themselves. "The Cabin" succeeds in that notion. In fact, it did so with a nice mix of variety of puzzles, seamlessly incorporated with the theme, which was much appreciated Speaking of, the puzzles themselves were beginner-med level difficulty, which was right at home for my group of 2. (Some of which were super creative and SMART!) My friend'd only done 2 rooms prior, & with me, we were able to crack through majority of puzzles in record time without any hints (per owners' words), while being thoroughly entertained. Such thrills! :) That was until we hit our roadblock. :( Being stubborn, we didn't want any hints! We only started asking for clues after being stumped for a good 10-15 minutes. (Clue system: unlimited help available upon request, provided through a baby-monitor-like system, which was nice, since your hands were still free to explore, while your mouth did all the talking.) In a way, I thought it was actually great that we got stuck, since it meant the puzzles progressed into something more challenging. Let's face it, you don't want a room that you could just solve without any solid effort! To put another way, these were puzzles that I hadn't seen before, which meant now I'd been exposed to more puzzle formats! That's always greatly cherished in my book. As mentioned by other Yelpers, some surprises might come along the way, too. In the end, we made it out with minimal hints with 13 seconds left, with only 2 brains! We were quite proud. We also got a chance to interact with the owners a bit more after the game. Kyle & Nicolette themselves seemed very passionate about the genre, & I always admire people who venture bravely after their dreams. And you know, the best games are always created by people who actually care about the hobby! If you couldn't already tell, I thought the customer service was excellent, which started during the booking process. I actually asked a few questions through email while reserving our game, & Nicolette was very speedy & kind in her responses. Overall, I would say the Cabin was probably ~4 stars for more experienced players, but a solid 5 stars for beginners. The venue itself would get a 5-star rating from me, with all interactions & amenities factored in. We will surely return when new games are available! Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

  • Review: Secrets Of The Illuminati | Puzzle Workshop

    Team Burmy "The Burms" did it! ▪ Puzzle Workshop It's supposed to be an Illuminati triangle ▪ Puzzle Workshop GAME INFO COMPANY: Puzzle Workshop ADDRESS: 18003 Sky Park Cir, Bldg 53, Unit F2, Irvine, CA 92614 GAME: Secrets Of The Illuminati PREMISE: International treasure seeker Jack Maverick has been hunting a mysterious relic known as the Statue of Sekhmet. He believes it is in the hands of one Sir Edwin Falkier, a wealthy aristocrat… and rumored member of the secret society, the “Illuminati.” Jack’s got a plan to steal the artifact from under their noses, but he’s going to need your help. Enter Sir Falkier’s study, recover the sacred artifact, and escape before the Illuminati come for you. But be careful - the Illuminati specialize in codes and secrets. Can you decipher them before time runs out? GAME REVIEW Here is a carbon copy of my Yelp review, posted originally on 03/18/2018: I had returned to Puzzle Workshop for my third and final escape room "Secrets of the Illuminati" today. Having done 2 of the other rooms, I continually got surprised by each visit. None of my expectations were truly met with reality; funny how things turned out. To be more specific, I thought I figured it out: the approximate number of puzzles we'd be facing, the dreaded "killer puzzle" (more on that later), and the works. Oh man, was I wrong. The only thing I was right was that I'd have a grand time ;P Before moving forward, I want to sincerely say that this room is rated 4 stars wholeheartedly. I undoubtedly recommend everyone to try it. However, I would also be the most critical when reviewing my final room because there were issues that came up that made game play frustrating. If the review sounds "whiny", just be aware, I still like the room and it's said in good spirits. Now... Upon entering the room, visually, I was not disappointed. The decor, furniture choices, and overall vibe fit into the story perfectly this time. The plot line was also strongest of the 3, explaining elegantly why you only had 1 hour to work with. Sadly, there were random drawers lying around on the floor messily, for no apparent reason, in latter part of the game. Having them arranged in an actual dresser would do wonder to the scenic. The beautiful atmosphere came with a price, however. Partially why such immersion was achieved was the result of intentional dim lighting. And while it certainly enhanced the look, it hindered the first few puzzles that required visual inspection. Because certain puzzles required intense detective work by the eyes, the lighting didn't cut it! Am I aging badly? Or did PW provide inadequate light sources? Lol. We lost a whopping 20 minutes or more due to this, and we were fully aware of the logic of the solutions to the puzzles from the beginning. So my humble suggestion would be, provide more strategic lighting onto your target items, so they can be seen with clarity, or lighten up the hue/color of the items themselves to compensate. At this point of the game, however, one thing was obvious: "Illuminati" featured less number of puzzles, but difficulty was amp-ed up. This stayed true throughout the course of the game. Guys, this room is difficult. Imo, all 3 are challenging, but it definitely goes from Illuminati, then CSI, then Trapped. In the literal middle of the game, we encountered one of our "wow!" moments. The simplicity and the elegance usage of tech was beautifully demonstrated and executed. I didn't have as numerous "wow" moments today, but the theme of the room was the most intact, and the sense of achievement upon completing hard puzzles was consistent and constant. Having played 3 rooms, I knew each room would have a "killer puzzle" that would required the most brain juice and time. From reading other Yelp reviews, I was expecting a Sudoku style puzzle to be it. When actually coming upon this puzzle, it was actually quite enjoyable, well put together, and truthfully, FUN. It was good! Then we saw some pretty neat puzzles that were more physical. I was actually good at these! Another "wow" moment was recorded in my memory. Then came the horror--the actual "killer puzzle" revealed itself!!! The complexity of this puzzle and the expected time to completion were just beyond my comprehension. I didn't understand why PW insisted on putting this type/category of puzzle in a timed game; and PW did it in all 3 games?! It's almost like a signature... This "Illuminati" one took the cake though. Having already spent 80% of our time, coming upon this gigantic roadblock at near ending was more distracting & discouraging than fun. I again humbly suggest the same puzzle to be simplified or modified to fit the time limit better. My excellent teammate(s) were able to solve it in time with clues provided. (Same clue system used in this game; unlimited clues provided when asked.) However, she was severely stressed out during the game, which caused her to remain mentally unstable post-game. XD All in all, what a playfully excruciating & thrilling way to conclude my game trios. Part of the problem stemmed from our choice to face the challenge with a measly 3 people. Having 4-5 "thinking brains" might yield a more pleasant experience. Finally, a fun fact! This room's entrance was actually unlocked during the entirety of the game. You can exit for emergency reasons. My own preference would be for the company to actually lock up the door with a back-up fail-safe exit button like the other rooms; it does add on to the experience, imo. Signing off, ESCAPE MATTSTER Instagram @EscapeMattster ▪ Facebook.com/EscapeMattster

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