The theming of this room is spot on. It's set in a large area and uses the space well. You are sucked into the wild wild west straight away.
There are some different puzzles in here that we hadn't seen before and enjoyed solving.
The venue is in a bit of a strange location, so leave yourself plenty of time to get there. The owner was on hand to give us directions and even came out to meet us, so that made it a lot easier for us.
This game was ok. Some nice little spooky bits, but not a scary room.
It was on the easy side.
I'm not sure how old this room is but it definitely felt aged and not in a thematic way.
There was one part which I really didn't understand. I don't want to give any spoilers so this will be vague. There was part of the game that was supposed to ramp up the scare factor, but this didn't work. We were just stood in a passage, unable to progress, uncomfortably waiting for this part to end.
We had an obvious tech fail. These things happen, it's understandable. But rather than owning the fail and apologising, the GM went round the houses trying to explain how it was tough to activate the prop as it has to be super accurate and maybe our 20+ attempts at activating the prop were not exactly on the correct spot. This was infuriating.
Without this fail, we would have left with a better overall feeling towards the game.