Riga, Jul 2017
The room’s decoration is not awful, and reminiscent of that episode. If you’ve seen Breaking Bad, you know what I mean. If you haven’t, don’t worry. As episodes go, it does lend itself to an escape room, but unfortunately the room itself really didn’t live up to that potential.
The flow of the game felt a little odd, and it is much more task-oriented than puzzle-solving (unless you consider trying to work out what the tasks are as a puzzle). With so few clues as to what to do, or why-and-how things were linked, we found ourselves with no idea what to do next on several occasions.
In the end, we completed most of the tasks simply by trying stuff with no particular reason (or leaning on clues from our games-master much more than we’d like). For example, there were some odd components that were a part of the game and attached to the wall. During the game we found no clues as to how to use them, but in the end just by fiddling with their dials we seemed to make them have some kind of effect. It wasn’t really clear what they were for, what we’d done to make them work, or why their outcome had any particular effect on the game.
Overall, a degree of effort seems to have gone into the design of various set pieces and props. The room itself felt pretty sparse, but the set for that particular episode was pretty simple (and squeaky clean), too.
Perhaps you’ll fare better than we did – the internal logic of the game just didn’t make sense for us.