Thames & Kosmos' 'Exit Game' Simulates an Escape Room at Home
Laura McQuarrie — October 27, 2017 — Life-Stages
References: thamesandkosmos & toyworldmag
Thames & Kosmos recently expanded its Exit Game range with three new titles: The Forgotten Island, The Polar Station and The Forbidden Castle. Each game is based around the same premise: players must work together to solve puzzles and riddles in order to get out of a locked room within a set time limit. The faster a team manages to escape, and the fewer hints they use in the process, the more points they are awarded.
In The Forbidden Castle, a group of up to four players is introduced to a story where they arrive at a deserted, mysterious castle where they find themselves trapped. Inspired by the escape room phenomenon, these games provide a group with a collaborative, challenging experience in the comfort of the home environment at a much lower cost.
In The Forbidden Castle, a group of up to four players is introduced to a story where they arrive at a deserted, mysterious castle where they find themselves trapped. Inspired by the escape room phenomenon, these games provide a group with a collaborative, challenging experience in the comfort of the home environment at a much lower cost.
Trend Themes
1. Escape Room Games - Developing real-life escape room games that provide immersive and challenging experiences for players.
2. Collaborative Puzzles - Creating puzzle games that require teamwork and collaboration to solve, enhancing social interaction and problem-solving skills.
3. At-home Entertainment - Designing interactive games and experiences that can be enjoyed in the comfort of one's home, offering an alternative to traditional entertainment options.
Industry Implications
1. Gaming and Entertainment - Developing innovative escape room games that blur the line between reality and gaming, providing unique and engaging experiences.
2. Team Building and Events - Offering escape room experiences for team building and corporate events, fostering collaboration, problem-solving, and communication skills.
3. Home Entertainment Products - Creating interactive at-home entertainment products that combine technology and physical gameplay, providing an immersive and engaging experience for individuals and groups.
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