In the 1990s, New York was a city plagued by organized bands. They acted in different areas and fought each other to take control. Blacks, Latins and Hell’s Angels shared the pie and violence was reflected in the boroughs of Manhattan, and of course in the Bronx.
Agent Walter Smith of the FBI is in charge of controlling and prosecuting some of these gangs and has enough evidence to put members of the most dangerous city in jail.
You are Walter’s companions and you have received a call from the Central Office informing you that there has been a shooting in his house. But you are not the first to arrive, some cops with bad reputation have been advanced and are looking the evidences files to destroy them.
Have they found TOP SECRET information?
YOU HAVE TO ACT … AND VERY FAST, THE INTERNAL AFFAIRS COME BACK IN 60MIN
Sometimes it's easier to give honest feedback anonymously. This review will be displayed with no connection to your user account (although site admins will still be able to see who posted it).
What did you think of the game?
If you type something in the 'Text to display' box, that will be displayed instead of any star rating. If you also set a star rating, the star rating won't be shown anywhere but will still be used when calculating the game's overall score on Escape The Review.
Teammates
You can tag your teammates, whether or not they have an EtR account
Add details of your play-through, if you wish. These aren't displayed as part of the link.
Date played:Team size:Time taken:Outcome:
What stood out?
Click/tap to select up to three tags
Click/tap to select up to three tags. These aren't displayed as part of the link, but will be taken into account internally.
Max three tags please!
Write a review?
Teaser text
Help other enthusiasts with more detailed thoughts on the game (no spoilers please!)
This can be the first paragraph of your review, or a short summary, or left blank, as you prefer. Anything longer than a couple of lines may get truncated.
Help your friend Walter by collecting evidence and finding out what happened at his house.
When first entering this room, not much is visible, but you are quickly on so don't worry.
We were not a great match for this room - we did not have the grip of the physical puzzles. Also we wasted some time on an early physical puzzle that broke for us (probably our fault - it was fiddly), and then it felt like the GM dragged us through the rest of the room. I'm not sure what would have been a great way of handling this from the GM side, since we also want to see the whole room, but we got a lot of hints... and because they were delivered over a bad intercom, we couldn't hear what was said most of the time. It was very distracting having the GM as the third member on our team, that we could not understand and we felt his frustration on this as well. English being the second language for all involved (GM and players) didn't help.
We did escape with a few minutes left. The GM went through the room with us afterwards, so we could hear what he had wanted us to do.
Should mention that though I mention physical puzzles, there were no climbing, crawling or jumping involved. Room was big enough for a big team. Some good ideas for puzzles - the execution just didn't work for us.
C.S.I 95 was quite different to anything we’ve played before. A lot of effort had gone in to the decor and there are, as with the other rooms, some custom made puzzles in here.