GuReview - Robot Paranoia
by Gureviewer: Theresa Wagner
Game Played On: Friday, 8th June 2018
Recommended Team Size: 3-5 Players
Kid Friendly: See Notes
Game Duration: 60 Min.
Booking Method: Online| Phone
Start Time: On Time
Who is this for: Other
Live Actor: No
Public Transportation: Excellent
The venue was easy to get to from the transit!
Parking: Street parking – some
The game could be child friendly, but there are no 'easy' puzzles in there for them to do. The game is not particularly scary. The game is for mid-level players, enthusiasts will find some interesting puzzles, and new players will struggle to find the puzzles.
Venue / Lobby Info:
The lobby was well designed and stunningly built. There was a lot to look at, and a very cool 'set' was built into the lobby. There were two lobbies, one for waiting and one for briefing which allowed enough space for multiple full teams. There was also an incredibly interesting area for parties or team building that was beautifully decorated in a steampunk fashion.
Public Restrooms: Yes
Game Introduction: The game is described to the player outside of the game space by the game master. The world is in shambles, and the artificial intelligence are taking over. You are one of the last humans on earth, and want to continue the survival of your own species. You find yourself being hunted in the streets of China Town, and are trying to get to safety.
Operator Intro: Interesting
Theme: Future / Technological
Narrative: Escape a Specific Unpleasant Place
Main room first glance: Wow!
The first room was beautifully designed, it felt like we were in the back alleys of Berlin. There was a lot of setwork put into this design, and the graffiti on the wall was well done. The set design really carried throughout the rooms.
Flow: Good Flow - one thing leads to another. Sometime not clear
The flow overall was clear, we knew what we had to do when. The biggest issue of the room was the connection between clues and puzzles, and one centerpiece being needed throughout the game. Players needed to go back and forth to this main set piece, which did not work perfectly.
Puzzles: Some were quite trivial / No justification
The puzzles were lacking compared to the other rooms at Final Escape. The puzzles were somewhat questionable in their cluing, and we had quite a bit of trouble on a few of the puzzles even after numerous hints. After talking to other local players, they also had issues on some of the puzzles throughout the room. Robot Paranoia would benefit from more clear cluing in-game and could be a really strong game.
The set design and two interactions were well-designed and thought out. One puzzle was unlike anything we had seen, and the set was really meticulously designed. All of the details were thought through and designed great.
The puzzles were lacking in clear cluing, and the central piece was trivial. There were some puzzles that even after the game was explained we did not agree with the solution.
Hints & Clues, Debrief
Closure & Debrief: Very Good
With a bit of tweaking, Robot Paranoia could be a very strong game. The set design is amazing, but without some issues fixed with the puzzle flow, The Puppeteer at Final Escape is a much stronger game. I recommend playing Puppeteer over Robot Paranoia, but potentially in the future this game could be very strong.
Did You Escape: Yes