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Review: Do Not Disturb

RATING: 3 Keys          RESULT: Loss          REMAINING: X:XX

A modest hotel room becomes a death trap for one unlucky group of detectives.

Story

A recent string of kidnappings has awakened old fears in the people of Breakout City. You’ve tracked the Kidnapper to a run-down motel on the outskirts of town. Unfortunately, he was expecting you, and now you’re caught in his twisted web of games. This investigation-gone-wrong will send your mind spinning as you try to save his next victims… Or become one yourself.

Serial kidnappers don’t stay serial for long unless they remain one step ahead of the law. Unfortunately this kidnapper is real good and dead set on remaining serial. One unlucky group of detectives, clearly one step behind, has landed in a seemingly normal hotel room. But there is more than meets the eye in this modest room for rent.

As it becomes clear that the kidnapper has the detectives exactly where he wants them, panic sets in. The door is locked behind them and nearly everything in the room, even the fridge, is locked up. And what’s the weird control panel on the wall? Investigators will have to work their way through a series of puzzles in order to reveal the true intentions of the kidnapper and release his victims, and themselves, for good.

Scenic

A motel room is not exactly the most thrilling locale for the culmination of a mysterious string of kidnappings. Still, Do Not Disturb checks off all the requisite scenic boxes. Bed, night stand, microwave, refrigerator, uninspired wall art, it’s all there.

Even a sink and shower, though oddly these accouterments are not contained within an actual bathroom. Rather, they are simply shoehorned into the room. As if a telephone booth sized shower would normally be found a few feet from the bed.

All of the necessary pieces are there, but something still appears off. The layout seems inauthentic and it is all a bit too clean. This could be chalked up to ill-conceived scenic design, or perhaps that this room is actually a death trap meticulously designed by a well seasoned serial kidnapper. It’s probably just the scenic shortcomings… yeah that’s it!

Puzzles

The puzzles in Do Not Disturb play out in a mostly linear fashion, making this an experience best suited for smaller groups of detectives. While the majority of the tasks involve finding a code for a lock, there is also a surprising amount of tech that created some moments of awe and, dare we say it, joy.

In fact, the puzzles are what truly really make this adventure a pleasure to partake in. The economy of space in this tiny hotel room did not go unappreciated. Even objects that appear to be mere set dressing became unexpectedly useful.  Inspiring multiple “Ah-Ha!” moments in a room that at first appears to be a very straightforward lock and key affair.

While the number of logical real world tasks required to complete this modest room for rent is impressive, the only downside is that most do not appear to be connected to the specific narrative of this adventure. It is not until the latter half of the investigation that the puzzles truly line up with the story.

Overall

Do Not Disturb is an unassuming game that packs a decent punch. What at first appears to be a standard series of locks and keys slowly reveals itself to be a much more complex adventure, from both a puzzle and story standpoint. One element we have not touched upon until now, and will tread lightly for fear of ruining any surprises, is how the climax of the room really showcases a strong emphasis on narrative that was both surprising, horrifying, hilarious, and satisfying.

Strongly leaning into the narrative, and not simply using it as set dressing represents a welcome step forward for Breakout. Additionally, embracing puzzles that utilize technology in surprising and occasionally delightful ways helps to elevate Do Not Disturb into a much more thrilling experience. Although the footprint of this motel room is modest, the adventure contained within is full of satisfying twists and turns that would likely suit large groups of newly minted detectives or smaller groups of grizzled pros.

 

#AndyForgotToTakeApic

 

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Venue Details

Venue: Breakout

Location: Jacksonville, FL

Number of Games: 7

GAME SPECIFIC INFORMATION:

Duration: 60 minutes

Capacity: 6 people

Group Type: Private  / You will not be paired with strangers.

Cost: $33.99 per person for two people, pricing reduces with additional players.

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