London, Feb 2015
This review was written more than a year after we played it. Whilst we’re confident it’s accurate, it’s short and light on details.
This is, of course, a rather different kind of escape room. Avoiding the zombie, and distracting the zombie so that you can access objects in the far side of the room, becomes as much of a focus as the puzzles themselves.
The zombie himself was outstanding. He rolled and moaned and shook his chains with an unflagging energy, and chatting to him (while staying carefully outside his reach) was highly entertaining.
The weakness of the room is that it’s for twelve, and unless you book all those spaces you’ll be mixed with strangers. Even without the zombie that would present co-ordination problems. With the non-stop cacophony of the zombie and the players trying to distract him, plus the difficulty of getting to much of the room without being eaten, it’s all too easy to get stuck – not because the puzzles are difficult, but because the person with the clue hasn’t spoken to the person who needs it, or because you’re trying to solve something that someone else completed twenty minutes earlier.
Top marks for the fact there’s a zombie; puzzle structure not always logical and the zombie can actually stop you solving your way out due to game design. It gets a 4 as a very enjoyable experience as a whole, but as a pure escape room would only rate a 3 for the reasons Toby mentions