Escape the Serial Killer

7.6 Overall
Pre-Room
Room Quality
Immersion
Puzzle Design
Fun Factor
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Escape the Serial Killer

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After you are let into the establishment, which will be important to coordinate when arriving at the location, you’ll see what kind of room you’ll be getting yourself into. Housed in a large warehouse type building connected to other shopping outlets, this space is normally used for the owner’s haunted house and horror projects, which are laid out in the space. The props are very interesting, but there’s not a lot to do while you wait for your room. There are lockers, but no seating or lounge area in case you get there early or the schedule is running late. Using the washroom is an adventure that requires a guide, so keep that in mind if you’re already short on time.

The transition into the room made for a quick immersive experience. There is a video introduction, and the set has you instantly interested, as long as you don’t look up, which is open to the warehouse facility. The team immediately must start working together, sharing information to help each other’s circumstances. Through the many rooms that are included in this game, the props are all incredible and fun to discover. The mechanisms feel solid and work smoothly. The information that is discovered around the rooms is well integrated into the set and relevant to the theme. The team had to work together to make our way through the rooms, though there are key individual tasks that are critical to moving forward. There were a variety of puzzles throughout. The considerable number of puzzles at the beginning, and the seemingly endless number of rooms, made us feel the time constraints.

There are TVs throughout the space so you are constantly able to see your time and receive hints. However, hints came more frequently than requested, sometimes without prompting. This may have helped us along in the room, but it did detract from our immersion when we heard the hint indicator without expecting it. Because the room is open from the top, you can also hear the hint indicators and sounds from other rooms, which was also distracting.

The story was lost somewhat in the props, but the link between the two is more obvious when you think back on what you just walked through. There are plenty of opportunities for good screams from this room and you can get easily side-tracked from the number of things to look at. Communication is particularly needed in this room, so come in clear headed and ready to work together.

Running out of the last room, you are pumped to have made it out alive and worked through the last set of puzzles. It does get linear by the end but that means your team is all together for the finale. There is a professional set up for picture taking when you’re done and some fun props to play with. Though we made it out, it was tight, and the help was needed. Our team of four enthusiasts had enough room to look around, and could have fit in a couple more people. The full room allowance of 10 would probably be tight however. There are a lot of realistic props so I wouldn’t recommend it for the more squeamish out there. This is a great room that engages both those that are interested in the immersion and those that are in it for the puzzles.

Final Verdict:

7.6/10

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