Edinburgh, Apr 2017
This game is a contender for a record for sheer things to do in a room. Insofar as the satisfaction of playing an escape game comes from successfully solving puzzles, this one provides a continual stream of small victories.
The titular Tesla Cube is a MacGuffin superweapon that you need to find and steal from its inventor, whether for purposes of keeping humanity safe or profiting from its sale. The modern style of decor is on the plain side, though becomes more interesting as you progress.
The style of puzzles here is very much focused on finding a key or a code to open a padlock. The variety of padlock types, plus some colour coding, helps avoid the frustration of trying each code in many different places. While the puzzles make plentiful use of the theme and the room decor, the room is something of a collection of disparate puzzles – many of them could easily be re-skinned and placed a completely different room.
I would describe this as a search heavy room, with several clues hidden in hard to spot places – except in I think every such case there was a hint pointing us in the right direction, so while we sometimes found a well-hidden item purely by searching (uncharacteristically for us, since we never seem to check thoroughly enough…), we’d subsequently solve something to receive a message telling us where to look.
It’s a large game, and I found it became more impressive at it went on. In the profusion of puzzles it throws at you there are plenty that are familiar from other escape games and some that are on the weak side, with plenty of laminated print-outs for clues and some tired tropes. But it combines those with several more interesting pieces of kit and original ideas, and the sheer quantity means there’s plenty to enjoy.