The Void – Tahicardia

https://thevoid.ro/

Tahicardia (Game duration 100 minutes)

Fury team 2: Velina TomovaHristo TomovAnton KonduzovVanya Stoitseva and Bistra-Dona Konduzova

Fury 2 time: 82:00 minutes

Fury team 3: Veronika ManchevaMiroslav Manchev, Ivan VladimirovDimitar Smilyanov and Nadezhda Danabasheva

Fury 3 time: 80:50 minutes

Date: January 27, 2024

Anton Konduzov:
We played this room after Coven. Right from entering, I already had mixed feelings. Let me tell you why.

The lack of a secure, safe, and always accessible emergency exit made a very bad impression on me. If you’re trapped behind 2 locked metal doors without a panic button, without another exit and you ask – “how do you get out in an emergency”, you don’t expect the answer – “wave frantically to the cameras”. In addition, we were asked to leave our phones, watches, and all communication devices. And that after we had filled out a declaration that we were aware of the risks in the room and wouldn’t sue them if we got injured. The whole series of events up to here rather angered me than achieved any other desired effect. Yes, I know, this is an escape room, yes, I am aware that there should be a feeling of inevitability, but I think safety is worth more than the game. Always.

After the first encounter with the room and its supposed scariness, I realized that it was just a metal and slightly rusty gym. There were slight flashes of originality in the puzzles, but unfortunately, nothing innovative or surprising. A particularly big problem turned out to be that almost all puzzles are for two people. Possibly with a lot of imagination – for three. On one of these puzzles, we lost the attention of half the team because there was no chance for everyone to participate. Then it’s as if we’re starting the room anew. The rhythm of the game is lost, and the participation of everyone is interrupted creates a feeling of uselessness for those not participating.

Some of the puzzles are… messed up. That is, you know what you need to do, you do it, but then you have to do it again. Or stronger. Or higher. The puzzle itself is clear and not difficult, it’s just deliberately made to delay you, but not in a fun way. These two circumstances annoyed part of the team and there was undoubtedly boredom.

Before entering the room, the guide promised that we would have a clear indication of where we need to focus our attention in the room, as the game is linear and we will surely understand what follows. Yes, yes, but no. On the last puzzle, we lost about 6-7 minutes looking for a clue on where we should go, and what we should do, but in vain. It was absolute luck to light up with the phone!!!! and find things. Something as basic as a rule – do not use a phone in the room was actually the solution.

A positive thing – there was a puzzle with a ball.

Exiting this room was more of a relief that this nonsense was over. I also recommend a tetanus shot after the room.

In short, Memet, stupid, absurd death.

Nadezhda Danabasheva:

“Tahicrdia” is not a scary room, but it requires physical preparation. And it’s not for five people; the game is linear, and most of the time, at least two members of the group are waiting in the background simply because there’s nothing for them to do. I definitely share Anton’s opinion that once they tell you, and in the first 60 minutes of the gameplay, it is confirmed that the important focal points from the game are illuminated, not having the last important thing illuminated is a low blow. Unlike Team 2, we didn’t use our phone flashlight; we asked for a hint, which didn’t help us because the hint was a photo of a place in the room that is neither clear where it is nor what it is. So, in the end, we found it in the dark, but the feeling remained that we were screwed. I would recommend it more to teams that want a bit more action experience (although it’s not scary, and there are no actors); in some places, you can get hurt if you’re not careful. But we didn’t spend 80 minutes solving puzzles; there was a lot of wandering, and not always, by our fault. The game design can be improved, but not necessarily in a complex way.

This room is the last of The Void brand, and in my opinion, it tries to address the trends leading in the industry in Europe—fewer puzzles, immersive experience, and quite a few physical aspects. Later on, I learned that the owner is building the next room, which is supposed to be the largest in size in Romania, and he is inspired by the rooms in Barcelona. This explains a lot to me because in a large part of the rooms in Barcelona, the physical challenge is actually the main aspect. But let’s say that to reach the level of the rooms in Barcelona, the Void has to level up more and adopt.

Our photos, and yes, Dimitar and Ivan found each other in Romania 💔😱🔌