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TopicZero Time Dilemma: A KCF Playthrough Topic
KCF0107
01/31/18 3:52:49 AM
#244:


These are almost purely based on the puzzles with presentation making some effect.

Escape Room rankings
13. Power Room
12. Manufacturing
11. Infirmary
10. Incinerator Room
9. Study
8. Pantry
7. Biolab
6. Rec Room
5. Pod Room
4. Locker Room
3. Transporter Room
2. Control
1. Healing Room

Power Room and Manufacturing were the only two that I found truly boring.

Infirmary (poster), Incinerator (multi-perspective and goggles), Study (character depictions) all had some cool things in the presentation department, but the actual puzzles were underwhelming.

Pantry had one of the most unsettling atmospheres since I figured all the body parts were real. I felt like the puzzles could have had more to it since it was mostly finding objects and heating/freezing them, but it was kind of fun.

Biolab was one of the few (just two if I recall) of those puzzles where they give you many different versions of, and you have to test them, record information, and make correct judgments based on those. It had to do with the colored vials and mixing/separating them. Normally, I hate those puzzles that eschew being robust in favor of giving you busy work, but this one clicked with me.

I was pretty bad with Rec and Pod Rooms in some aspects. I kept getting stuck on what to do next in rec room (it took me ages on how I was supposed to open the chess set), and in the pod room, I had difficulty figuring out some of the later sliding block puzzles and the room alignment ones where you had Eric hammer circles. The layouts were among the best in the game, and in the rec room's case, it was one of the meatiest escape sequences. That one might have taken me the longest, which surprisingly wasn't to its detriment.

The Locker Room was probably the creepiest and made me the most agitated in its atmosphere despite just being a set of sinks, lockers, and shower stalls. They kind of had you do more than I would have expected with such little to work with. There were only two or three escape rooms that filled me with a greater sense of accomplishment after completing.

Like many have mentioned, I liked the alien language deciphering in Transporter Room, but it does lose points for the stupid one-on-one card battle to determine the "strength" of certain symbols.

Not everything from Control was a winner (rotating colored things), but minigames were outstanding, and I really liked the implementation of the sunglasses.

Healing Room gets my top spot since Spot the Piano Key was my favorite thing to do from any escape room. I don't even remember much else about the room except grabbing a knife from a wall and putting the piano keys back in order/playing them in order.
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