Stolen at Sea

7.3 Overall
Component Quality
Immersion
Puzzle Design
Game Experience
Users (0 votes) 0

Stolen at Sea

  • Played August 2021

  • 1 hour
  • 2-6 players
  • $50
  • ages 14+

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Stolen at Sea was a very fun in-home experience to play! There was a great variety of components included. They were aesthetically pleasing for the early 20th century time period, with lots of props such as photographs, accurate information about the cruise ship, and text pages authentic to the time period. There were some components included too that you might see in an actual escape room, and we would have loved for these props to be aged or more adapted to the time period of the game. There were many components to this game, but our favourite props had to be the fun signs you and your team can take pictures with at the end of the game to highlight your success, just like if you were in an actual escape room!

There was a lot of potential for the storyline to develop with this experience, but we found the story to be lacking with its development. For example, some of the props had different pieces of text from that time period. However, we would have loved to have seen either diary or journal entries of the characters to further connect with them and drive the story forward. The instructions told us to follow the story to arrive at the solutions, but we found that the puzzles were independent of the story line. Within the narrative, you are working with MI6 to help solve the crime. The hint system with the MI6 prompts was helpful, but we would have liked to see the hint cards giving us more questions to guide us to the solution so we could feel like we were the active MI6 agent in the story line.

The puzzles were fun to do, and we found for our team that they were not overly difficult to compete. For some puzzles, we felt that some specific clues needed to be given for the player, rather than just having the answer given in the solution. Overall there was a good variety of puzzles, and the prompts from the MI6 hint system drove the game forward in a linear fashion. We would encourage the puzzles to align more with the task; for example, instead of having to find a series of numbers for an answer, having a puzzle using a directional lock or compass would align more with the theme of being at sea.

The ERA team had a lot of fun with this experience! The theme was engaging, and we found that this was a great game to play with a team where the players had a variety of strengths to share. We would love to see a richer storyline develop and to have some props modified, such as the bags, to represent the time period more. This game was great because it is completely resettable, a great family experience, and would be a game to share with your friends to try too!

Final Verdict:

7.3/10

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