![]() To do this they augmented a pretty standard early puzzle game with audio and video elements. ➕ Bewilder Box justified why were in a room solving a collection of (pretty random) puzzles. This positioning added difficulty, but not in a fun way. ➖ The Bewilder Box Initiative didn’t rely too heavily on searching, so when one object was hidden exceptionally well in plain sight, everything ground to a halt. But each one was well clued, and the props were fun to play with and satisfying to solve. It was primarily a series of separate puzzle and interactions. ➖ One self-contained puzzle was crammed into a corner such that it was hard to collaborate to solve it. We especially enjoyed one that appeared conventional at a glance, but was not so straight forward. ![]() Bewilder Box 3D printed some pretty nifty devices. ➕ The 3D printing gave the main set pieces a sci-fi aesthetic. The escape game didn’t take itself too seriously. His funny, sarcastic tone was the perfect introduction to The Bewilder Box Initiative. That said, more often than not escape rooms remain a collection of random puzzles, and The Bewilder Box Initiative attained something more. As the disparate bits were pulled together, we were spoon-fed solutions when we could have had more dramatic ahas. Given this structure, we didn’t always feel like we’d earned our wins. The game did a good job of supporting this world-building with audio and video components. They created the stakes, and made us believe in them. They were committed to the world, its characters, and our mission. While this could have come off disjointed – the puzzles were a bit of a random assortment – it worked because our gamemaster sold us the fiction when introducing the game. The Bewilder Box Initiative was perfect for those who like hands-on puzzles and tangible reveals. These objects each stood alone, but they were enticing. The 3D printing and lighting gave the set its futuristic look. This was a prime example of a classic-style escape room done well. The Bewilder Box Initiative was a collection of nifty, modular interactions, glued together by a commitment to the game’s world. ![]() Physical Restraints: No Physical Restraints REA Reaction ![]() Accessibility Consideration: The game is on the second floor of the building, but there aren’t stairs within the game itself. ![]()
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