Red Giant Escape Rooms is an escape room in Orem, Utah. They have 4 rooms that are incredibly immersive and well done including Xenomorph, Excalibur, Deep South and Neverland.
We did Xenomorph as a group of 10 and barely escaped in time. They had to give us a few extra minutes because two of the props were broken and even though we had the right answer, the locks wouldn't open.
Pros
Players were given roles and props and asked to act as characters in the story in a fun way. This greatly increased immersion.
Room decorating and theming was very well done.
The props were well done. This included several high tech props like custom computer terminals, etc.
The puzzles mostly matched the story and didn't break immersion.
The room had lots of contents, but I didn't feel like there were any red herrings.
There were a very high number of puzzles that were solved quickly. This meant every group member got to solve multiple puzzles.
There were some really great physical elements.
There were a lot of very creative puzzles that were unlike any other puzzles from other escape rooms and used mechanics/chemistry/observation/physics in truly original ways.
The first room was a little bit crowded, but the rest of the rooms were adequate for large groups.
There were several challenges that required group members to work together from different rooms.
Plenty of space for our group size.
The game master was in the room with the players and was in character the whole time. Because there were so many puzzles, he helped the group stay on track with what they should be focusing on next and let team members know when someone else from the group had already solved a puzzle. This was very nice and kept team members engaged on productive tasks.
Cons
Low escape rate.
Several of the puzzles did not have clear entry and exit points, meaning you had to guess what was a puzzle, what the objective of the puzzle was, and when you had the right answer.
Low lighting.
Heavy reliance on combination locks and keyed locks.
We had a group of 18 friends, so we split up into two groups. Our group of 9 did the Neverland room. We escaped with about a minute to spare. At the end, we were yelling and running it was so exciting and down to the wire. Wendy told us that she had never had a group so intense as ours.
Pros
Room decorating and theming was very well done.
The props were well done.
The puzzles mostly matched the story and didn't break immersion.
The rooms were adequate for large groups.
The actor was amazing and helped us stay on track. She stayed in character.
Cons
Low escape rate.
The room had so much stuff that it was hard to keep straight what was a puzzle and what wasn't and also what was completed.
Several of the puzzles did not have clear entry and exit points, meaning you had to guess what was a puzzle, what the objective of the puzzle was, and when you had the right answer.
Heavy reliance on combination locks and keyed locks.
A couple of the puzzle mechanisms were broken.
At least 3 of the puzzles were able to be solved prematurely through non-anticipated methods. Our game master had to tell us to undo our solution so we could sove it later the "correct" way.
We did the Excalibur room as a group of 10 friends.
Pros
Room decorating and theming was very well done.
The props were well done. This included several high tech props like custom computer terminals, etc.
The puzzles mostly matched the story and didn't break immersion.
There were a very high number of puzzles that were solved quickly. This meant every group member got to solve multiple puzzles.
There were some really great physical elements.
The rooms were adequate for large groups.
Cons
Low escape rate.
The room had so much stuff that it was hard to keep straight what was a puzzle and what wasn't and also what was completed.
A few of the puzzles broke immersion by not following the theme.
Several of the puzzles did not have clear entry and exit points, meaning you had to guess what was a puzzle, what the objective of the puzzle was, and when you had the right answer.
Heavy reliance on combination locks and keyed locks.
We did the Deep South room as a group of 10 escape room employees
Pros
Players were given roles and props and asked to act as characters in the story in a fun way. This greatly increased immersion.
Room decorating and theming was very well done.
The props were well done. This included several high tech props like custom computer terminals, etc.
The puzzles mostly matched the story and didn't break immersion.
The room had lots of contents, but I didn't feel like there were any red herrings.
There were a very high number of puzzles that were solved quickly. This meant every group member got to solve multiple puzzles.
There were some really great physical elements.
There were a lot of very creative puzzles that were unlike any other puzzles from other escape rooms and used mechanics/chemistry/observation/physics in truly original ways.
The first room was a little bit crowded, but the rest of the rooms were adequate for large groups.
There were several challenges that required group members to work together from different rooms.
Plenty of space for our group size.
The game master was in the room with the players and was in character the whole time. Because there were so many puzzles, he helped the group stay on track with what they should be focusing on next and let team members know when someone else from the group had already solved a puzzle. This was very nice and kept team members engaged on productive tasks.
After the game was over and we lost, there was still a positive ending that didn't leave us feeling like failures.
Cons
Low escape rate.
Several of the puzzles did not have clear entry and exit points, meaning you had to guess what was a puzzle, what the objective of the puzzle was, and when you had the right answer.
Horribly bad lighting with inadequate flashlights, both in number and in brightness.
Heavy reliance on combination locks and keyed locks.
Anthony did some work for the owner of Red Giant and had a voucher for a free game, so the 6 of us did the Xenomorph room. We were about 5 minutes short of escaping, but we had a great time the entire time. We were a little bummed that we didn't escape, but we had fun during the whole hour, so we could overlook that part.
Pros
Players were given roles and props and asked to act as characters in the story in a fun way. This greatly increased immersion.
Room decorating and theming was very well done.
The props were well done. This included several high tech props like custom computer terminals, etc.
The puzzles mostly matched the story and didn't break immersion.
The room had lots of contents, but I didn't feel like there were any red herrings.
There were a very high number of puzzles that were solved quickly. This meant every group member got to solve multiple puzzles.
There were some really great physical elements.
There were a lot of very creative puzzles that were unlike any other puzzles from other escape rooms and used mechanics/chemistry/observation/physics in truly original ways.
The first room was a little bit crowded, but the rest of the rooms were adequate for large groups.
There were several challenges that required group members to work together from different rooms.
Plenty of space for our group size.
The game master was in the room with the players and was in character the whole time. Because there were so many puzzles, he helped the group stay on track with what they should be focusing on next and let team members know when someone else from the group had already solved a puzzle. This was very nice and kept team members engaged on productive tasks.
After the game was over and we lost, there was still a positive ending that didn't leave us feeling like failures.
Cons
Low escape rate.
Several of the puzzles did not have clear entry and exit points, meaning you had to guess what was a puzzle, what the objective of the puzzle was, and when you had the right answer.
Low lighting.
Heavy reliance on combination locks and keyed locks.