Tag: escape room in a box

PostCurious’ Adrift Transforms Puzzling into Artful Poetry

PostCurious’ newest narrative puzzle adventure, Adrift

Everything started when Jasmine Perodine’s grandfather passed away, six months ago. While wading through heaps of old maps and newspaper clippings Jasmine stumbled across a series of four satchels marked with sigils, and felt compelled to take them home. That’s when the dreams began. Without fail, the same sequence of dreams would haunt Jasmine’s nights: four ethereal creatures, tied inextricably with the elements: one for the sky, one for the earth, one for water, and a final one for the woods. Upon waking, Jasmine would feel compelled to document those dreams: but like a being possessed, the words came out through poetry and through art…tapping into skills she didn’t know she had. That’s when she reached out to an expert in dream interpretation for assistance. That’s when she reached out to you.

Adrift is PostCurious’ latest narrative puzzle adventure, casting players in the role of expert oneirologist, unraveling puzzles embedded in poetry as a close proxy for dream interpretation to receive instructions on how to find meaning in the four artifacts left by Jasmine’s grandfather. The resulting game can be finished by experienced puzzlers in 2-3 hours and delivers one of the most physically satisfying puzzling experiences I’ve had. This, more than any other at-home puzzle game I’ve played, is an experience designed to be held and perceived.

The four color-coded Adrift satchels, and their corresponding envelopes containing depictions of Jasmine’s dreams

A Satisfying Structure That Won’t Leave You Adrift
There is no official starting point for Adrift: any one of the four elemental satchels can serve as the beginning of players’ investigation into the world of dreams. After selecting one of the envelopes and its corresponding satchel, players are presented with a series of three poems, a piece of artwork depicting the dream’s central elemental figure, and a physical artifact to manipulate.

Correctly “interpreting” the first poem provides information or instructions essential to solving the puzzle hidden in the second poem. Similarly, interpreting the second poem provides information or instructions that feed in to the third poem, which provides instructions on how to manipulate the round’s central artifact to reveal a fragment of a message. After properly manipulating the contents of each satchel, players unlock a message from beyond that helps explain why Jasmine has been plagued with these dreams in the first place.

Because Adrift relies on sequential puzzles within each elemental chapter, poems are clearly labeled to indicate their position in the puzzling narrative: a single sigil marks the first poem, paired sigils mark the second poem, and a ring of three sigils marks the third.

Poems from each of Adrift‘s four chapters: Sky, Earth, Woods, and Water

However, relying on this puzzle-centric explanation of Adrift‘s structure does the full experience a gross disservice. The poems at the center of Adrift don’t merely serve as hollow vehicles for puzzle delivery: they also paint a lyrical picture of each elemental figure’s domain as vividly as the lush artwork does. And that gradually unfolding creation myth is as compelling as the puzzle experience itself.

WARNING: while this article does not spoil any of the puzzles or surprises in Adrift, after this point the article will show one of the pieces of artwork and one of the artifacts in its unsolved state. If you would prefer to save that as a surprise for your playthrough, now would be a good time to stop reading and order Adrift.

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A Spoiler-Free Unpacking of Neil Patrick Harris’ BoxONE


There’s an often-repeated contemporary folktale: if you try and place a frog in a boiling pot of water, it will immediately jump out. But if you place the frog into cool water and slowly turn up the temperature, it won’t notice the gradual change until the water is boiling hot. This apocryphal tale may not apply to actual frogs, but it makes for one heck of a compelling metaphor. With Neil Patrick Harris’ single-player puzzling experience BoxONE, the heat is turned up so deftly, you’ll barely notice the game’s evolution from trivia game into…well, that would be telling.

ARGs and the Slow Burn Narrative
Since alternate reality games play out in real time across platforms, ARGs will frequently throw their players into a ludo-narrative pot: start by introducing players to something that’s relatively normal and familiar, and then gradually introduce fantastic elements as the story progresses. This has the side effect of making players sound mildly unhinged when describing their experiences, since what they experienced as a slowly unfolding narrative is an abrupt shock to the system for the listener.

Lonelygirl15 started out as a teenage girl’s vlog, before evolving into a story about a death cult harvesting human blood in the quest for immortality. I Love Bees started with a beleaguered beekeeper struggling with a glitching website before turning into a story about a time-travelling artificial intelligence struggling to piece itself back together. I Am Sophie started with an out-of-touch influencer’s YouTube debut before teasing players with potentially fatal plane crashes, brainwashing video games, and murderous entities.

The indie game scene has produced projects with similar trajectories, albeit at a quicker pace: James Lantz’ Discord-powered game SmileBot may start out as a simple chatbot that measures a server’s emoji usage, into a multi-phased text adventure that’s a single player game, except for when it isn’t. Frog Fractions may start out as a childish edutainment game of arithmetic, but it hops rapidly through increasingly ridiculous genres and scenarios until the game’s sequel is launched as a secret easter egg in the game Glittermitten Grove.

Which brings us back to BoxONE: a game coyly described on its website as “an ever-evolving game of trivia, codes, puzzles, and discovery only from the mind of Neil Patrick Harris.”

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PostCurious’ Emerald Flame Burns Bright in Alchemical Puzzle Experience

The Koschei Society is an organization of scholars and historical enthusiasts. In the course of their research, the Koschei Society stumbled across a handful of artifacts that just might set an enterprising researcher on the path towards a legendary alchemist’s hiding spot, and the recipe for a transformative alchemical elixir. Are you wise enough, resourceful enough, and brave enough to be that enterprising researcher?

PostCurious’ newest narrative puzzle adventure The Emerald Flame begins with an invitation to assist the Koschei Society in poring over a series of letters and artifacts to unearth the ancient alchemist’s secret. Structured across three separate “chapters” of puzzle-driven narrative, players piece together the information necessary to advance the story, verifying answers through an online chat portal. The game’s Kickstarter campaign funded within 4 hours of its launch, and offers the full experience for as little as $69. The campaign will run through June 26th, and has already secured over a thousand backers eager to take on the Koschei Society’s challenge.

Burning Bright: A Seamless Blend of Art and Puzzle
Every chapter’s structure follows a similar framework: aspiring Koschei Society researchers are tasked with extracting information relevant to the investigation. Like many at-home puzzle experiences, these puzzles can be completed in any order, providing structure to the small group solving experience. However, The Emerald Flame‘s greatest strength is its ability to take things one step further, weaving the game’s art and its puzzles into an elegant tapestry.

The puzzles at the heart of The Emerald Flame aren’t always self-contained. So while some puzzles communicate everything that’s needed on a single sheet of paper, others are interspersed across the experience. Pulling on a puzzling thread on one line of inquiry might lead to a revelation about a detail expertly hidden within the art of another page, or teach you the rules of engagement for one of the game’s items. But the reverse is also true, with the game’s artistic stylings serving as signposts for players, hinting at what puzzle pieces are likely to fit together, if seen under the proper light. This interplay between art and puzzle leads to many of the most surprising moments of The Emerald Flame.

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Refining the At-Home Escape Room Model with Flashback

Two years ago, I wrote a brief introduction to the world of escape room in a box games for Boxing Day after playing Wild Optimist’s Escape Room in a Box: The Werewolf Experiment. Juliana Patel and Ariel Rubin initially funded production of their game through a Kickstarter campaign, before partnering with Mattel to produce a mass market version of the game that includes one particularly devious puzzle that still sits as a trap on my desk for unwary coworkers. The Wild Optimists have partnered with Mattel once more with Escape Room in a Box: Flashback, a game that manages to create the most elegant narrative and puzzle-based experience I’ve seen in the space.

New Retro Packaging, Same Lycanthropic Focus
While the retro ’90s design aesthetic of the box and Flashback title might imply this game is a throwback to the electronic board game era of Dream Phone and Electronic Mall Madness, the Wild Optimist’s newest escape room in a box is actually a direct sequel to The Werewolf Experiment. In the first installment, players were tasked with facing off against the mad scientist Doc Cynthia Gnaw, rushing to avoid becoming a casualty of her latest experiments. For Throwback, Doc Cynthia Gnaw is back with a vengeance, and players need to dive into her history to get out intact.

Because the narrative framing is so straightforward, these games don’t have to be played in sequence: the group I assembled to play this game had never played The Werewolf Experiment before, and at no point in the 90-minute experience did I need to stop and explain what happened in the previous chapter.

Puzzles in Three Acts: Letting Players Choose Their Puzzling Fate
In The Werewolf Experiment, the solving process was largely a linear one. Upon opening up the box, a series of puzzles became available. By solving puzzles, players would figure out the combinations for a series of plastic combination locks or receive hints to explore unexpected places to uncover additional puzzles until they figured out how to open up the final locked box.

Flashback refined that model by splitting gameplay into three separate rounds: a word-puzzle round themed around Doc Gnaw’s childhood friend Doctor Lisa David, a science-oriented puzzle round themed around Doc Gnaw herself, and a childhood round themed around their friendship. If smaller teams are tackling the escape room, these rounds are probably best tackled sequentially so everyone can appreciate the full breadth of the experience together. However, larger teams may find it easier to get everyone more consistently engaged by splitting up into smaller groups, and tackling the themes that speak to them while also making it harder for a single person to dominate the solving process.

This is where the game’s strong theming steps up to become the hero: because each of the rounds have distinct theming and color-coding, it’s possible to have all the game’s pieces splayed out on the table at the same time without getting confused about which puzzles are tied to which theme.

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Happy Escape Room in a Boxing Day!

It’s Boxing Day! The day when thoughtful gifts from friends, family, and coworkers are exchanged for store credit, and when you start planning on how to convert that stack of gift cards into even more presents. Something to consider for puzzle fans: the escape room in a box.

Comparing escape rooms in a box against their traditional escape room counterparts is a bit like comparing a theatrical performance with its cinema adaptation. Paying a premium to see a performance of West Side Story live delivers an experience that can’t be completely translated to film, and attempts to directly lift the experience will make that absence noticeable. However,  in the hands of the right team, cinematic adaptations can do things that would be impossible on a live stage. This article explores how three different companies brought their own particular spins on bringing the escape room genre home.

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