Tag: immersive theater

Immersive Nutcracker Show “Club Drosselmeyer” Gives WW2 Puzzling a Swing Dance

Ginger Lamarr (Elise Roth) performs on stage at Club Drosselmeyer, backed by the house band

The year is 1939. The United States of America has yet to officially enter World War II, but those who are in the know suspect that it’s only a matter of time. Particularly enterprising corners of the private sector recognize the military-industrial complex is likely to pay top dollar for technological innovations that can deliver an edge in the coming conflict. In Cambridge, two companies are leading the charge: Drosselmeyer Industries seeks to push the boundaries of science with its research in artificial intelligence, while Rattibus Labs is exploring more paranormal lines of inquiry, attempting to use mind control on Earth’s smartest creature: the noble rat.

Of course, none of this should matter at Club Drosselmeyer: the local nightclub planned a big night of music, dancing, spirited performances, and even more spirited libations to provide a needed distraction from the increasingly dire state of the world. To be sure, there’s rumors of an escaped test subject from Rattibus Labs on the loose…and a curiously strong yet naïve man known only as “our cousin Alan” says the most curious things while wandering the nightclub floor…but none of that should be important. Not at Club Drosselmeyer.

“Cousin Alan” (Devon Courtney) performing a series of lifts with his handler Carla (Madeline Song)

Club Drosselmeyer is an annual immersive show by Green Door Labs that transforms the holiday classic tale of The Nutcracker into an evening at a World War II era nightclub. And while it’s possible to treat Club Drosselmeyer as a fancy night on the town with live performances and swing dance lessons, the show can go in a surprising number of directions. Fans of puzzles can help the night’s adventures unfold by solving a series of puzzles, while attendees more interested in live action role-playing can adopt a persona to interact with over a dozen character actors scheming their way through the night. Club Drosselmeyer offers up a buffet of immersive possibilities, and it’s up to each attendee to decide what balance of dancing, puzzling, and character interactions they want to chase to fill their plates for the night.

The Main Course: Picking Sides Through Puzzles with a Side of Roleplay
The events of Club Drosselmeyer open as Herr Drosselmeyer receives an encoded telegram from his mentor. The message is encoded in what should be an unbreakable cipher…luckily, the artificial intelligence his company has been working on, “Project Nutcracker”, should be capable of translating the message after assembling a module from five component parts, and installing it in the Nutcracker. At the same time, Erasmus King is looking for help with his mind control experiments…some of his experiments escaped from their cages, and he needs help tracking them down.

Players interested in helping with either of these challenges were directed to check in with characters at opposite ends of the ballroom floor to receive puzzle packets to assist in the respective investigations. For instance, the Drosselmeyer puzzle track revolved around solving pen-and-paper variety puzzles to determine the names of the five components.

Project Nutcracker’s fully assembled translation module, ready for installation

Just knowing the name of the component, of course, was not enough to help out. Armed with that knowledge, players could start chatting with the characters scattered throughout the event to find where those components could be found. For instance, Club Drosselmeyer host Fritz Stahlbaum was sitting on a suitcase full of one particular component. The only problem? He had a bit of a gambling problem, and owed Erasmus’ son Rhett King a sizeable chunk of money. Players would have to find a way to help him out in order to get the MacGuffin. And while some of these tasks involved the accumulation of in-game currency, others challenged players to join a character for a short dance, or collect signatures for a birthday card a character neglected to prepare for his mother.

The largely pen-and-paper puzzles would have felt right at home at a Puzzled Pint event in both variety and difficulty, and were particularly good at blending the flavor of the challenge with the puzzle’s structure and design. The puzzle that led to Fritz Stahlbaum’s first component, for instance, involved reviewing research notes from a scientist who inadvertently took faulty readings: correcting the mistake and tracking the real results would spell out the component’s name.

After assembling all five pieces of the module through a combination of puzzle-solving and character interaction, Herr Drosselmeyer guided players into a back room to confirm it was in working order. After that, players were instructed to head up to Drosselmeyer Industries’ safe to recover Project Nutcracker’s blueprints so the module could be installed properly.

Missing blueprints in the Drosselmeyer safe leads to a mind-controlled Erasmus King

Once players entered the safe, they discovered that Erasmus King arranged for the theft of Project Nutcracker’s blueprints: luckily, the rats’ irradiated paws meant that a trail of blue prints could be seen under UV light, leading players to Erasmus King…or rather, an experimental rat who mesmered Erasmus King’s body into reenacting Ratatouille. The blueprints would help the rat take control of an even more powerful body: Project Nutcracker, who was “cousin Alan” all along. Realizing what he’d done, Erasmus briefly regained control of his senses and handed off the blueprints and told the group to flee.

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Bunker Buddies at the Wildrence, with Broken Ghost Immersives

Note: ARGNet received a comped ticket for this show.

Fifteen people huddled together in the Bunker, arranged in a rough circle of couches and chairs. The room itself was a pastiche of Cold War era kitsch, just big enough to fit our group, but small enough to feel a little cramped. The Nostalgia Electrics refrigerator was fully stocked with beverages of the alcoholic and non-alcoholic variety, and the kitchenette was stocked with all the essential cooking implements, hanging from the wall. Near the couch, a chess set was prominently displayed near period magazines to help us while away the time in a makeshift living room space. On the other side of the room, a small crafting table was positioned to give the group space for tinkering with the odd bits and bobs we found. The only signs of real modernity in the room: a handful of tablets strewn around the room, and a laptop propped up in the corner, broadcasting security cam-style footage of the room to our Artificial Intelligence-based overseer, De-Bunk. The apocalypse arrived, and this would be our home for the foreseeable future. Unfortunately, that foreseeable future was severely limited by dwindling food supplies and a malfunctioning life support system.

This is the scenario that Broken Ghost Immersive’s The Bunker thrusts its players into at Wildrence, a basement events space in lower Manhattan. A loose collective of individuals, met with the challenge of surviving in a post-apocalyptic hellscape with only their wits, a few rolls of duct tape, and a supply of Twinkies. The roughly 2 hour long show is a bit of a hybrid experience: while it combines elements of a number of immersive styles of play, at its core the experience feels like an intimate parlor LARP, where players’ decisions help them learn about the world they find themselves in as they struggle to survive. Routes to survival might involve using tablet devices to negotiate with residents of other nearby bunkers, donning hazmat suits to explore the wastelands to search for supplies and interact more directly with neighbors, and use those supplies to craft items useful for the bunker’s residents. While there is a set narrative underpinning the entire post-apocalyptic scenario, player choice dictates what elements of that story any given show (or player within that show) might encounter.

The Bunker: A Game of Resource Management
Bunker resources are represented through a series of cards that can either be found through exploratory missions into the wasteland, or created by playing a mini-game to combine items at the crafting station. And over The Bunker‘s seven “day” narrative, carefully managing those resources is essential to survival. Every day, players must “consume” one food card, or run the risk of dying right there, on the spot. Satisfying that need is a constant weight hanging over the bunker, with the very real threat of death looming at every turn. Additional cards can be spent at the crafting table to obtain items necessary for short-term and long-term survival, both for the expeditionary forces and the bunker at large. And along with limited resources comes challenges with distribution. Some resources might be pooled for group consumption, while others get held back to ensure individual survival.

The biggest resource for players to manage, however, is time. As with many megagames, how players choose to spend their time is a much more valuable resource than the cards themselves. This isn’t a game where players can get by focusing exclusively on one element of gameplay, as each element informs the others.  Players chatting with other bunkers might unlock new abilities for players tackling the crafting table, while players going out on expeditions might come across information that changes what players negotiating with other bunkers discuss. To encourage players towards a more well-rounded play experience, the game has “nudges” built in that require switching around tasks on a fairly frequent basis. Expedition members might become afflicted with wounds, ailments, and mutations as a result of their journeys, forcing them to be temporarily bunker-bound, while some bunkers may become so hostile that further communications become pointless. Other “nudges” were more direct, as an Achievement Book would dole out cards as rewards to players who helped the team reach set milestones of exploration, crafting, and experimentation.

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Giving Escape Room Stories Room to Breathe through Theater

Madame Daphne’s Tarot Reading Room and Séance Parlor is hard to find without assistance, hidden away in a Houston artist’s studio. An invitation from Madame Daphne herself provides instructions through the former rice packaging plant’s stark white interior to the medium’s lair, its lavish decor making it feel like a room out of place. Stepping over the threshold begins a 90 minute experience that tells a tale of deception, magic, and love spanning almost a century.

Strange Bird Immersive’s production The Man From Beyond thrusts 4-8 players into a supernatural adventure that combines a masterfully crafted escape room themed around Harry Houdini with an immersive theater performance to frame the experience, set within the walls of Madame Daphne’s parlor.

An Immersive Theater Sandwich
The Man From Beyond‘s fictional narrative starts the minute players step into the room, as Madame Daphne greets her guests with a dramatic flourish. All the standard onboarding activities of an escape room are wrapped up into the context of the room, with a flair for the dramatic. The requisite waivers are still signed, but are done through the narrative conceit of the séance. Players are presented with the rules for the experience through a series of photographs in the hallway leading to the séance parlor, illuminated by candlelight. The séance itself sets the stage for the escape room portion, setting the narrative context for players when they take over the story’s agency.

Once the room’s clock starts ticking, the room transforms from séance parlor into a standard escape room. In a room surrounded by Houdini’s tools of the trade, players must tackle a century-old mystery on a deadline. At key milestones in the experience, micro-moments of theatrical exposition serve as narrative cut scenes, serving the dual purpose of rewarding player’s progress through the puzzle portion and reminding players of their broader purpose in the room. Solving a major puzzle might unlock information about Houdini’s wife Bess’ previous efforts to speak to her dead husband.

Most room escape games leave little room for telling a narrative that exists outside the room’s theming. A room based around an archaeological dig might hide some of its puzzles in a dig site and draw upon those themes to inform its puzzles, but a certain amount of suspension of disbelief is required to tackle the room’s challenges. Even rooms that try to adhere to their own internal narrative consistency stick to a bare-bones plot due to the realities of room design. Players must often split themselves up into continually shifting groups to divide and conquer in the most efficient way possible. While this tactic is highly effective at uncovering a room’s secrets, it forces players to experience the room’s narrative in a disjointed fashion. Players might all be aware they’re escaping from a jail cell, but the specifics of their escape route might only be known to a few participants, on a need-to-know basis. This challenge is exacerbated in the final minutes of a room, as teams scramble to put together the final pieces needed to escape. Often, escape room operators’ explanations at the end of the room are as necessary to explain the accomplishments of teammates as they are to highlight overlooked puzzles and clues.

The Man From Beyond addresses that problem by explicitly carving out time outside the escape room’s unforgiving countdown to allow players time to take in the story. Every player is aware of what they’re doing because they experienced the introduction together, before the clock started ticking. Every player knows the main narrative beats because the information is broadcast to the group at key moments. And the grand finale can be fully experienced since it takes place after escaping the room, removing any time pressures that might otherwise cause players to gloss over the story.

Because Strange Bird Immersive created space for players to breathe and take in the narrative, it stopped the puzzles from overwhelming the game’s powerful narrative themes. During my team’s playthrough, we made it through the puzzles at a steady clip, but were so moved by the bittersweet tale that few of us made it out through the full experience without shedding a few tears along the way. It wasn’t just that the story was pulling on our heartstrings. It was knowing everything that happened was because of our actions.

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Getting to Know The Tension Experience Before It Gets to Know You

tension-experience

The Tension Experience is an immersive experience that is part game, part theater, part something extremely hard to put a finger on. Tension does not cater to the weak… It’s themes run towards horror and the occult. You must be willing to receive phone calls, emails, and forum contacts from characters as well as other participants. You will be expected to make choices, many of which test your adventurous spirit or moral fortitude. Although Tension live-events occur in Los Angeles, a thriving online community exists where all are welcomed warmly.

-Kimberly, The Tension Experience participant

In early February, a number of online horror sites received invitations to check out The Tension Experience, a website linked to the Los Angeles-based OOA Institute. As the year progressed, the enigmatic society used a series of puzzles to tease and hint at something larger, offering Enlightenment to those who were willing to follow and learn their secrets. Things changed on April 1st, when the full site for the Tension Experience went live, offering up forums for a growing community to converge and discuss theories about the coming experience, as well as the puzzles hidden throughout the site and the Experience’s social media presences on Twitter, Facebook, YouTube and Instagram.

The thing about the OOA? They’re always watching. While that may sound cliché, this is an experience designed to insinuate its way into your personal life, as far as you’ll let it. In order to fully enter the ranks of the OOA, you’re asked to fill out a questionnaire. These questions are simple at first, asking “What’s your name” or “What’s your phone number?” But then the questions get weird. Straight up uncomfortable. As the registration process notes,

The Tension Experience is a paranoia, fear based experiment. We use personal information and data collected to tailor the experience for each participant involved. By using this website you understand that we will go out of our way to create a unique experience based on YOU. At any time you wish to end your experience with us please email [email protected]. Upon your request all information will be deleted from our servers, and your GAME will end.

That is not just boilerplate language. The more honest you are with the questionnaire, the more…personalized your horror experience with the OOA will be. Russel Eaton, a member who runs a podcast called My Haunt Life, was called up in the middle of the day…and the voice on the other end of the line was his own. The OOA took snippets of his podcast that he released the day before and played it back to him in order to send him a particular message. “Live consultations” for Los Angeles-based participants have served as introductions to even deeper haunts. But while the experience seems rooted in Los Angeles, it manages to get extremely personal even when far removed from its California roots.

On Monday June 26th, I was sent an email message telling me to sit and watch my computer. Moments later, I learned of a Periscope stream made just for me. The video, which has since been taken down, showed a person standing near a statue named the Scout…all the way in Kansas City, less than an hour from my home. While I wasn’t able to check out the statue myself, the community collaborated to find someone who could check out the monument. At the statue, they found a letter for me. Whoever was responsible for the event is unknown.

If there’s one thing I’ve learned about the OOA so far, it’s this: they’re willing to go to surprising lengths to surprise and even shock you, in ways you probably wouldn’t imagine.    

Now, what’s all this leading towards? No one at this point really knows. Underneath the secrecy surrounding it, dates have been announced for mysterious events. July 15th is noted as the day “tickets go live.” Live for what exactly? There’s been no clarification on that so all we can do is wait and see.

Neil King, writer at We Are Indie Horror, wrote about the experience’s personalized nature:  

The Tension Experience continues to shock, surprise, and intrigue. The future of these events will only become more intense and this writer sits on the edge of his seat constantly waiting for the next phone call or post. I have never been a part of something like this and every day that passes I become prouder to be an Apostle of the Beginning (introductory member of the OOA).”

For individuals living in the Los Angeles area who are curious to learn more, there is a lottery being run to give out tickets for an exclusive panel hosted by the OOA institute itself during the ScareLA festival between August 6-8th. Only 100 people will be selected to attend. If you’d like to try your luck and unravel the mystery, click here to be taken to the official page for the event where you can also enter the lottery.

All in all, The Tension Experience looks like it’s going to be something to keep an eye on. Even if you don’t live anywhere near L.A, don’t feel discouraged. Jump in and discover what’s going on.