It’s been almost a month since my last actual review here. Time to put that right (before I forget which rooms I’ve done).
It’s been a lot longer than that since you’ll have seen the motley crew pictured above. The very attentive amongst you may remember Team Watch from my first ever escape (played in October, blogged in January). We finally got the gang back together to return to Breakout Manchester and play Sabotage:
Can you go deep behind enemy territory and stop a missile strike which endangers the safety of the entire world? There is 60 minutes before launch, you need to break into the control centre and stop the launch or the consequence will be catastrophic. Sabotage is the sequel to our classified rooms.
This is the first game I’m aware of that’s the continuation of a story played in another room, which I think is a really good idea. Before we were trying to prove we had what it takes to be a spy, and now we’re putting those skills to use. From being an obsessive, I know that Sabotage actually opened long before Classified, which would explain why there’s not necessarily a direct link between your training and the mission itself. It doesn’t matter too much here but is something to think about should an operator be considering a story arc at their location.
In isolation the story here is very solid. It pre-empts and deals with many of the “but why would it be like that?” questions, although I’d prefer a little less of the “you’re not allowed to”s that always jar.
Puzzle-wise, as you’d expect from Breakout Manchester, there’s a high number. Quite a few that you’ll have seen before, but some that you almost certainly won’t have. And, as I’ve alluded to already, they do a good job of staying within the story. The room is rated 5/5 difficulty but as with Madchester we made it out with plenty (16 minutes) to spare, so I wouldn’t rate it as especially difficult.
Look and feel-wise, there are a few white walls, and there’s obviously limits with how ‘realistic’ you can make guns look. But I found myself much more engaged as the game went on and we progressed into the bunker.
Overall I would describe Sabotage as a good fun room. One of the better examples of tying together story and puzzles, and solid overall. Accept the mission when you can.