Variety of puzzles 3/5 Originality of puzzles 3/5
Difficulty 3/5 Overall 2.5/5
Overview – If you’re looking for something a bit different to your average experience, then heading down into a disused tube station is about as unique as you can get! Top marks for theming and immersion here, though we found the puzzles a little bit lacking. A good chunk of time was spent either being very frustrated or waiting around, which made the game feel a bit more style over substance for us. But if it’s style that you’re looking for, then this game is definitely for you!
From https://www.missionbreakout.london
May 2027, the world was turned into a blazing hell. Nuclear weapons launched by our national leaders set all cities aflame in minutes.
There were no winners, only losers. Humanity was plunged into chaos in which morality, solidarity and dignity burned.
London 2099, 72 years have passed since the Great Fire; among the radioactive debris of this once-great city, rats have survived and transformed, trying to take the lead in this new disfigured world.
Your mission is to thwart the plot of their leader, King Rat, hidden within the depths of the London Underground.
Team – Ster, Ni, Bobbie, Ros
Played – 10/04/2022
Mission Breakout
Full disclosure – We were invited to play this game free of charge, though we’ve tried not to let this influence our opinion of the experience.
The waiting areas of Mission Breakout are themed in an old war style, presumably in keeping with their Codebreakers game, and the narrow, dark facility lent itself very well to this aesthetic! There was water available when we finished and plenty of storage lockers as well, though we did have to descend a flight of stairs to get inside so I’m not sure how accessible this place is. Our host was friendly enough, though I’m not sure why he complained about us being early when we arrived exactly when we were told to!
Underground 2099
The futuristic, time-traveller aspect of this room is set up very well at the beginning when you’re issued with charged power packs to wear and then file over to your mission looking like a very underprepared, budget ghostbusters team with your slimline proton packs strapped to your backs, or at least that’s the vibe I got from our motley crew!
The ‘going back in time’ was quite entertaining but also seemed unnecessarily long as we vibrated about for what felt like several full minutes with our heads encased in a ‘safety’ helmet from the future. Our briefing was delivered by video while in this room and it was well put together, though a little difficult to actually see due to the aforementioned plastic over our heads. I’m not really sure why the video isn’t shown before you get strapped in as we’d just been sitting in a nice spacious briefing room, though I suppose that wouldn’t have been quite as thematic!
The room has a really good ‘sewers of the ruined future’ aesthetic with walls of curved metal girders, dim lighting, and the occasional appearance of the furry nuisance King Rat himself, who lived up to his reputation as being about as large as the average human being though he was thankfully not in a murderous frame of mind when he came upon us.
While the experience looked great, for us the puzzles didn’t quite match up to the calibre of the theming. There was a sequencing puzzle which drove us right to the brink of frustration, a ‘shooting the rats’ element which included some type of laser weapon that took a good while to recharge, and the final section included a puzzle of timing which was so slow to reach the critical point that each time we were unsuccessful we were all left just standing around staring into space while the sequence cycled back round. All in all, the puzzles seemed to be geared towards slowing us down rather than actually being challenging to figure out, which left us all growing increasingly frustrated as we played.
There was also a section which required a single member of the team to be separated for no particular reason. I think we would have enjoyed it a lot more if we had been allowed to choose how to split our team, particularly as the related puzzles were designed to make communication incredibly difficult, with an intercom that only worked in one direction which only let the isolated team member know when it had been switched off. With 2 players, I’m sure this section works well as the puzzles require one person to communicate something to one other person. As a team of 4 though, this meant that 2 of us were stood around with nothing to do for a while!
Overall, we were impressed by the design of this game and the location made it feel truly unique. We were less impressed by the actual puzzles though and found the barriers to communication incredibly frustrating!
Escape time – Not recorded.