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

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