GuReview - The Tomb
by Gureviewer: rachelklepadlo
Game Played On: Friday, 13th July 2018
Recommended Team Size: 1-3 Players
Kid Friendly: No
Game Duration: 60 Min.
Booking Method: Online
Start Time: On Time
Who is this for: Beginners, Thrill Seekers, First date
Live Actor: No
Public Transportation: Excellent
Walking distance from L/G trains.
Parking: Street parking – some, Only street parking – well-packed
Parking is free at meters after 7PM. Be prepared to circle blocks looking for parking.
There are several exposed wires within the room, keeping the game from being kid-friendly. I would recommend this room to those 13+. For enthusiasts, this room is possible to solo. With tight and dark spaces, I wouldn't recommend more than 3 players.
Venue / Lobby Info:
There is a cell phone store on the corner of the building, and entrance is around the side on a side street. There isn't much markings to find the space, so keep an eye out! It's the first puzzle in your adventure! After climbing two dark flights of stairs lit by neon lights (is this a club?!), you enter a small, dimly lobby, with a desk on one side and a sofa on the other. Three doors align one wall, indicating where the games were held. An open door with a cascade of visible wiring is across from the sofa, appearing to be their control room.
Public Restrooms: Yes
Notes for People with Disabilities:
This venue is stair accessible only, and the game itself requires some leg dexterity/climbing over barriers. Call prior to booking.
Game Introduction: Handed flashlights prior to entering, we were led into the game via the first door on the left, and our experience began with a short audio track.
Operator Intro: OK
Main room first glance: Looks Good
The first thing we noticed within the room.. It was dark. There is no visible clock or clue system to be found. With gravel/rocks beneath our feet and flashlights in hand, we began to explore the small (8'x8'?) space we were in. The walls felt like we were in a rocky tomb or dig site, it was pretty immersive and exciting!
Flow: Good Flow - one thing leads to another. Sometime not clear
Through the use of several chambers, the flow of the game is kept pretty clear and linear. We knew where we were to go, or what our goal was, at most times throughout the experience. Although we knew 'what' to do, the solution of how to progress was not always clear, as there isn't a single written/audible word throughout the experience to be found.
Puzzles: Some of them were great (matched promised level)
With puzzles ranging from 'low tech first escape room ever' to 'super high tech, OMG! 2018 here we are!', there were some really great interactions. The puzzles involved manipulating our surroundings, which led to some exciting moments of game play in the first 2/3rd's of the experience. Several puzzles involve distinguishing colors/patterns in low lighting. There is one prop in particular within this game that was really exciting to see (we haven't seen anything like it!), but we didn't know how to use it and had to be walked through the puzzles associated with it.
Unique use of space - beautiful set design - fun, large scale interactions
Exposed wiring throughout the experience - tech delays + super sensitive puzzles (as in, wait 5 seconds to see if your answer is right prior to changing the pieces, + double tapping puzzles because of sensitivity settings) - puzzles are overlapped within the space, causing our team to redo a puzzle several times due to physical space constraints - no clear directions or indication of how to solve puzzles. Side note: The group prior to us had to have the GM come in and physically assist with puzzles for their game completion. At the same point in the game, our GM had to walk us step-by-step through a series of really cool interactions that were lacking proper instructions/hints.
Hints & Clues, Debrief
Closure & Debrief: OK
There is a great game to be found somewhere within The Tomb.. About 70% of the game has been refined into a beautiful experience between the gamer and Escapeburg. After being open for several months, we were disappointed to see that several interactions had not been cleaned up to be more user-friendly. The lack of direction in the last third of the game made for a frustrating, disappointing ending of being walked through an otherwise 'hands off' immersive experience. With Escapeburg being on the brink of opening their 2nd room, I hope they have learned from these mistakes. Their use of technology and interesting set design makes me hopeful that they can compete in the NYC market in future games.
Did You Escape: Yes