Present, in June 2022, were: The Ant, Aunty Ant £
We decided, after playing clueQuest’s “easiest” game, Plan52, that on our return to Caledonian Road we would bring a larger team. We had escaped in time, but for Aunty Ant and I there had been a lot to do. For various, Ed Sheeran-related reasons, this didn’t happen, so it was again as a duo that we tackled a double-header of sheep-related villainy.
We tried to play in the games “in order” but Operation BlackSheep was sold out, although this doesn’t really matter in terms of story and gameplay. We still chose to play Revenge first as a warm-up for Origenes, having heard that was the most challenging game. Our lovely host Josh was reassuring as he led us through the maze of clueQuest’s very hip HQ, and we felt in safe hands.
The aim in Revenge is to locate and zap evil Professor BlackSheep’s secret bases around the globe to prevent the world’s population being mutated into sheep (a fairly standard Wednesday). We were expecting a sciencey room, and it kind of is, but very much with a cool, kooky spin. It has a strong urban London feel to the game, which gives it a lot of character – I can totally see that this would be a good location to recommend for non-UK tourists.
The space itself, stylish artwork aside, isn’t hugely impressive, but it hides some very smart kit. One standout feature was our favourite (no spoilers) with a cunning amount of puzzling incorporated including – just when we thought we had exhausted it – a fantastic end-game flourish. Very Doctor Who.
Of course, with tech, there is always the possibility of gremlins. We had a few struggles with techy elements and could have done with a teenager, who would have been all over it. A little snaafu with a tablet meant Josh had to briefly dive in to rescue us, but everything was in character and disruption was minimal. I can’t say we loved this section though – it was an interesting premise but outstayed its welcome (possibly just due to our incompetence).
Some of the elements would definitely have been easier, or at least quicker, with a larger group. The game is achievable as a two, but we did have to multi-task uncomfortably in a few places.
Technically (ok, actually) we didn’t escape within the hour – I think we were about four minutes over and can’t blame all that on the required GM intervention. However, we were given the time extension to finish and I gather this is fairly standard at clueQuest, especially with two-player groups. The focus seems to be very much more on teams having a good experience, rather than on success and failure rates. We took a couple of clues – nudges to point us in the next direction to look, really – and we felt supported rather than over-clued. The balance was right, between getting us out and making sure we got ourselves out.
This was a fun experience overall. While it would be expensive if we had paid full-price, it still felt like a money’s worth game, with an impressive Escape Room company deserving of their “must play” reputation.
- Storyline: Save the world! Would have helped us to remember this a bit more, as we got distracted!
- Theming and Set: Urban street, graffitti, funky, gritty, eclectic feel.
- Searching: Observation more than searching.
- Puzzles: Some unique creativity going on here, with elements of impressive tech.
- Physicality: None.
- Scare factor: None, although the tension ramps up, it doesn’t use actual scares.
- Company Age Guidance: “clueQuest is a fun escape game for all ages, although children under the age of 9 might find it challenging and confusing.”
- Age suitability: I thought this game might actually suit younger ones a little more than Plan52. Would be a good room for teens.