Month: July 2017

Room review: Freeing SG: Twilight

Their description: A girl from your tribe has been kidnapped by an immortal being. Werewolves attempt to save her but failed miserably due to an unexpected lunar eclipse during the battle with the immortal. You, one of the werewolves, are chained up in the immortal’s courtyard. How would you escape? Nightfall is approaching. You’ll need to call on the moon by howling to gain back your immense strength.

For a relatively brief room, Twilight ticks quite a few escape room boxes, for better or worse. There’s the start-of-room handcuffs, the thematic first task, some hands-on stuff and trigger mechanisms, a dash of logic, an (unfortunately easily ignored) attempt at narrative, and some surprises along the way.

Unfortunately, its ‘main’ puzzle (or what seemed like the main puzzle to me, anyway) is somewhat unsatisfying, despite some twists which I appreciate in theory. And because this room is so brief, experienced teams might be underwhelmed.

I’d say it’s WORTH A TRY for beginners or those who (like me) just want to play more rooms — just adjust your expectations.

This room is not for players with mobility issues.

Puzzle difficulty: 2/5
Puzzle logic: 3/5
Multimedia aspect of puzzles: 2/5

Atmosphere and setting: 3/5
Exciting flourishes, use of technology or physical aspects: 3/5
Storyline integration: 3/5

Their suggested number of players: 6
My suggested number of players: 2 to 4

Room review: Freeing SG: White House

Their description: As a top notched [sic] agent, you’re tasked to infiltrate The White House to retrieve confidential documents and nuclear activation code. Your organization has provided you with a tablet for communication, but the signal seems to be jammed. You’ll have to get out in 60 minutes before the mission is compromised.

Will you be able to complete the Mission?

The most interesting aspect of White House is probably the use of a tablet as a central device for progressing through the room. Some other rooms have made good — arguably even better — use of digital devices, but not in the same sustained manner. In the White House, the tablet provides and justifies a linear structure, strengthens the theme and narrative, and simply provides an alternative to regular locks.

White House also has the fun technological flourishes you can expect from a Freeing room, and a finale that’s very cool and narratively strong… in theory. As it happened, my team ended up skipping it by mistake, which was a shame. (But it’s also a shame that the room’s construction allows that to happen.)

That’s the good stuff. Unfortunately, White House gets off to a shaky start, with an early puzzle that’s cool in theory but frustrating in practice. The puzzles do get smoother, but some questionable phrasing (and unintentional red herrings) midway through might hamper your progress.

Still, I do consider the room WORTH A TRY — just don’t be afraid to ask for help in the early stages if you’re stuck, and keep moving towards the latter half of the game, where the payoff is better.

Puzzle difficulty: 3.5/5
Puzzle logic: 3/5
Multimedia aspect of puzzles: 3/5

Atmosphere and setting: 2.5/5
Exciting flourishes, use of technology or physical aspects: 3/5
Storyline integration: 3.5/5

Their suggested number of players: 6
My suggested number of players: 2 to 4

Three years on

So this blog turned three on July 19, and while I didn’t have an update planned for then, I did play my 99th and 100th Singapore* escape rooms today — reviews to come soon. This was after having gone for S-capegoats‘ excellent NS-cape event, of which more over on (eventually).

After four years of escaping from rooms and three years of running this blog, I’m glad that the escape event scene continues to expand and improve, and that there are still new rooms here which I haven’t played (Freeing’s ongoing takeover of the former U Escape space; the fourth chapter of The Escape Artist’s Forsaken Vault room; an apparent upcoming Captivate (!) room). Though the industry has seen its share of casualties, here’s hoping that the escape scene in Singapore will stay very much alive.

*I’ve also played a further 26 overseas.