London, Jul 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.
Time Run’s debut room raised the bar for escape games everywhere – it’s a cinematic experience way beyond any normal escape room.
Even the entrance door is special, a beautifully fashioned custom creation. You may get to admire it for a while, since arriving early is a no-no – you’ll be unceremoniously told to wait up until the very minute you’re scheduled for. However, once inside the immersion is immediate, with an impeccably dressed host who is constantly in character. The exit after having finished the room is also great, with some gorgeous props (though that room’s now the entrance point for Time Run’s second room, so it may no longer be part of the Lance of Longinus experience).
I don’t think it’s giving anything away if I say that the room involves a series of different time zones. Each is distinctive and would make a quality escape room on its own. The whole thing is linked by a clear narrative (which I suppose is a little flimsy under inspection, but that’s still way more than most rooms manage!) and an aesthetic that’ll delight anyone who has a fondness for steampunk. And moving from room to room, and time period to time period, has a satisfying sense of progression and urgency.
Reviewing it at a distance of over a year, It’s absolutely outstanding as an experience. As a puzzle room, I find the actual puzzles weren’t quite so memorable. If that’s a criticism, it’s only because it’s against a very high bar – this room is widely acclaimed and frequently described as the best room in London. While personally I’d give the edge to one or two others, Lance of Longinus is impressive and immersive in a way that beats most rooms hands-down, and is thoroughly high quality throughout.
Very much enjoyed this game, it loses a few points for slightly disjointed storyline but overall a very enjoyable and challenging room.