Spaceship Command

6.7 Overall
Pre-Room
Room Quality
Immersion
Puzzle Design
Fun Factor
Users (0 votes) 0


Spaceship Command

  • Played August 2016
  • Toronto

  • 60 minutes
  • 3-6 players
  • $25


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“Now that’s what I call a close encounter.” – Independence Day, 1996

It was a mini-marathon evening at Escape Station, with our group completing the four rooms that were available to us. They have a great location for an escape room company, with a lot of foot traffic and multiple high schools nearby, and signs large enough to be noticed.

Escape Station’s customer service is commendable. The staff are proud of their rooms, and the effort that they put into their creation. The lobby area is a little sparse, but cold drinks are available for purchase. The room introduction could be more engaging, with a more developed story and maybe some acting from the staff (please keep in mind that I am a sucker for acting).

The set design is just so, SO cool. Again, Escape Station has put a lot of work into making this room unique, and they have succeeded. Walking in, you know that this room will be an experience, and visually it delivers. The only downside is that the set is not consistent all the way around the room, but aside from that, room quality is solid.

There is a lot of work to do in this room. Now depending on the escapee, this could be good or not so good. Personally, I loved it, and the rest of the team seemed to enjoy it as well. Our brains were going a mile a minute trying to work our way through this room, and that added to the set design resulted in a high level of Immersion. There was a fair amount of work that could be done in small groups, with a culmination closer to the end, which prevented us from getting bored. One of the gaps in Immersion was trying to figure out some of the puzzles, otherwise the room was engaging. A sound track would be a fantastic addition!

Puzzle Quality is where this room falls short. The puzzles had potential, but many of them require leaps in logic that could only be assumptions on the part of those escaping. A strength of the puzzles is that they are built into the design and theme of the room, but it would be very difficult to complete them without utilizing a hint or two.

Is Spaceship Command FUN? It can be. For some escapees, the workload may be a bit overwhelming, but those who don’t mind putting in the effort, and don’t mind asking for hints, are more likely to find the FUN in this room. When the leaps in logic are resolved and the puzzles a little easier to piece together, more escapees will enjoy their experience.

I would recommend this room solely to see the set. Overall, the room and experience are good, but you need to have a lot of patience and be open to asking for hints.

Final Verdict:

6.7/10

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