Much of the Governor was reviewed at another Franchise in Chelmsford by Toby (which you can find elsewhere on this site).
On the plus side then was a strong theme (Prison break/haunted/psycho combination), with a nice variety of puzzles (albeit that at times it felt a little bit disjointed). There was a nice series of spaces that took you on a journey through the Prison.
There are however a number of flaws in the game, which detracted from our experience, and many of which could be reasonably easily addressed to improve the experience. There were some puzzles where you needed to search a dimly lit room with one UV torch to know where to start – never a fun experience. Another puzzle had accessibility issues, where we knew exactly what the puzzle was asking to do, and came to a solution, but couldn’t work out what needed changing due to poor lighting. Whilst the venue has a habit of leaving redundant information as deliberate red herrings, there was a feature in one of the spaces which I was genuinely astonished was not labelled “not part of the game”.
For larger groups, redundant information is unlikely to be as big an issue, since by dividing and conquering these can be relatively quickly eliminated. For smaller groups, it can be frustrating, particularly in a game with so many padlocks.
Of note is that whilst we failed this room as a pair, apparently no group of 2 had succeeded at the room (at least at that venue) beforehand, and the pass rate was averaging around 10% for a larger group. We failed to reach a certain part of the game, and yet apparently had done “incredibly well” for a group of 2, which felt rather jarring.
This is a game that with minor modifications could be brought up to a much closer level to their “Rob the bank” game.
Not suitable for young families, and those who scare easily should request adjustments from the Game Manager first.