Armageddon beckons. The world’s superpowers are no more. Renegade factions vie for domination. Rogue scientists have breached all moral boundaries creating pathogens that create non-humans. Nerve agents so nightmarish that they corrupt physically and mentally, turning those exposed into the living dead - zombies. In the subterranean depths of their secret facility, the pathogen has escaped. It must be contained or all humankind, as we know it, will cease to exist. Your mission – contains the bio-threat, secure the facility and escape uninfected. Can you hold your breath for 60 minutes? This high tech terror will test the smartest players.
We are 10 days away from Christmas, in the midst of a period of redefinition. We, imperturbable, continue to travel through the world of escape, staying very nicely at home. Confinement has forced a number of brands to offer their adventures in video and this is also the case for Aim escape in London.
On their site they talk about revolutionary rooms, our curiosity is piqued, because this statement is still your courageous one.
We are received on the zoom of the sign by a young woman who seems to be a passionate and knows most of the good halls across several countries. This is rather good news. We chat a little with her while we wait for our team to be complete.
She will explain to us that the inventory is very important because it allows us to use or see things that we may not necessarily see in the room.
When we are ready, we meet up with team bravo (or team: there is only one person) on the spot.
Where? I'm not sure, because in the end, apart from a small text at the beginning of the telescape (name of the inventory).
The story is quite banal for those who are used to escapes. There is a science fiction side that will delight one of our players and I must admit that the fact that we are not on the spot, but behind our screens makes the whole thing very credible. Unfortunately, I totally lose sight of the story as the puzzles progress, as there is no real narrative progression.
The decoration is interesting and rather well done, even if very uncluttered. The play of lights accentuates the immersion.
We have at our disposal an inventory of the things we discover in the room called telescape and also the camera of our Game Master. The combination certainly allows us to see everything, but we still spend a lot of time (too much) in the inventory, whereas our group still prefers to be "in the room" thanks to the Game Master. But, even if it doesn't really suit us, it allows the room not to be linear and some people prefer that, me in an online room it gives me the impression to miss things, because in a real room you still have the impression to see how our co-players have solved their riddles.
The riddles are rather interesting and original, often in the medical, post-apocalyptic theme, but there are some that are just riddles. Fans of mechanisms will appreciate the total absence of padlocks.
So as far as I'm concerned this room is not "revolutionary" as announced on the company's website, but it's understandable that the marketing team can sometimes get carried away. In any case we had a good time there and that's the most important thing.
+ We enjoyed +
- We didn't like -
For who?
Why play it?