breakin

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Breakin' Escape (London): Wizarding School

A beautiful game with a great sense of exploration, generally enjoyable puzzles and fun set pieces. A maintenance issue, a confusing puzzle and a disappointing cluing system detracted from what was otherwise a really fun game but I’d still recommend playing.

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Breakin' Escape (London): Blackwing's Cave

A beautiful set, tough puzzles and a couple of innovations that make it stand out from the average game. The start and the end might frustrate a little but go in with your eyes open and I think you’ll have a good time.

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Breakin' Escape (London): War on Horizon Alpha

A beautiful room that, ahem, pays tribute to the Star Wars universe. A tough opening puzzle, combined with plenty of red herrings, is likely to leave you frustrated but thereafter there’s a decent flow to the game and satisfyingly difficult puzzles for you to master.

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Breakin' Escape (London): Butcher's Lair

A fairly standard escape room which in other venues would look fine but here felt like a poorer cousin in comparison to some of their other offerings. Solid, logical puzzles will keep you engaged but I worry that it’s a little bit on the easy side.

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Breakin' Escape (London): Sherlock's Despair

A reasonably themed room with some tough puzzles that went totally wrong for us through a bad reset and a questionable GMing decision. Definitely a room where I’d recommend reading other people’s reviews though!

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Breakin' Escape (London): The Flying Dutchman

A beautiful room with a very linear set of puzzles. Beginners will enjoy but as an enthusiast, I found that the strict linearity of it meant it was easy to get frustrated – as soon as you got stuck on one puzzle you were entirely blocked and there was nothing else to investigate.

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Breakin' Escape (London): Heist Plan - The Garage

A surprisingly fun game given the car heist subject matter. Worth playing due to decent flow and solid puzzles with some physical and communication elements although it was let down a bit by faulty equipment.