Escape Room is a 2019 American psychological horror film[4] directed by Adam Robitel and written by Bragi F. Schut and Maria Melnik. The film stars Taylor Russell, Logan Miller, Deborah Ann Woll, Tyler Labine, Nik Dodani, Jay Ellis, and Yorick van Wageningen, and follows a group of people who are sent to navigate a series of deadly escape rooms.

Six people from varied backgrounds are presented with a puzzle cube: Zoey, a physics student; Jason, a wealthy daytrader; Ben, a stockboy; Mike, a truck driver; Amanda, an Iraq War veteran; and Danny, an escape room enthusiast. When they solve the puzzle, they are invited to take part in an escape room with a $10,000 prize. The participants arrive at an office block with no greeting, and when Ben tries to leave, the door handle falls off, revealing that the challenge has begun. They escape the first two rooms, a giant heating oven and a winter cabin. After finding the key, however, the rooms become fatal. Danny falls through the ice in an icy room and drowns; Amanda plummets to her death in an upside-down billiards bar where parts of the floor periodically fall into a deep shaft below; Jason shocks Mike to death to solve a puzzle in a hospital room filling up with poisonous gas, leaving Zoey behind to die after she refuses to leave in order to destroy security cameras; and in a room with optical illusions, strobe lights and transdermal drugs coating the surfaces, Ben kills Jason over an antidote required to escape.


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As Ben recovers, Zoey returns to the building with a detective. The police do not believe Zoey, as all evidence of the game has disappeared. They do not believe Ben either, as he is found to have drugs in his system from a previous room. While looking at the graffiti on the wall, Zoey notices the words "Wootan Yu" and realizes they are an anagram for "No Way Out", suggesting the game is not over. Six months later, Zoey meets up with Ben and shows him newspaper articles that passed off the other players' deaths as everyday accidents. When Ben suggests Zoey should move on, she refuses. She reveals clues to Ben that point to an unlisted building in Manhattan. Ben agrees to go with her. However, the Puzzle Maker is already preparing to make their flight a new deadly game of survival.

Additionally, Cornelius Geaney Jr. appears as Zoey's professor while Jessica Sutton portrays her roommate, Allison. Russell Crous portrays Charlie, Jason's assistant; Bart Fouche portrays Gary, Ben's boss; Kenneth Fok portrays Detective Li; and Jamie-Lee Money portrays Rosa, a fake flight attendant who works for Minos. Director Adam Robitel also has a minor role in the film as a character named Gabe.

In Poland, United International Pictures announced that the film's release in the country would be delayed out of respect for the five teenagers who had died in the Koszalin escape room fire, which actually occurred on the day of the film's U.S. release.[14]

An escape room, also known as an escape game, puzzle room, exit game, or riddle room is a game in which a team of players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time.[1][2] The goal is often to escape from the site of the game. Most escape games are cooperative but competitive variants exist.[3] Escape rooms became popular in North America, Europe, and East Asia in the 2010s. Permanent escape rooms in fixed locations were first opened in Asia[4] and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America.[5]

The participants in an escape room normally play as a cooperative team of two to ten players.[7] Games are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and the challenges they encounter usually align with the theme of the room.[9]

Players enter a room or area wherein a clock is started and they have a limited time to complete the game, typically 45 to 60 minutes. During this time, players explore, find clues, and solve puzzles that allow them to progress further in the game. Some escape rooms, especially horror-themed variants, may also include escaping from restraints such as handcuffs or zip ties.[1] Challenges in an escape room generally are more mental than physical, and it is usually not necessary to be physically fit or dexterous.[8] Different skills are required for different types of puzzles, ranging from chemistry to mathematics, geography, and a basic understanding of other subjects. Well-designed escape room puzzles don't require players to have expert knowledge in any particular field; any specialized or little-known information required to solve a puzzle should be obtainable within the room itself.

If players get stuck, there may be a mechanism in place by which they can ask for hints. Hints may be delivered in written, video, or audio form, or by a live gamemaster or actor present in the room.[10]

The players "fail" the room if they are unable to complete all of the puzzles within the allotted time, but most escape room operators strive to ensure that their customers have fun even if they don't win.[8] Players may be given different experiences depending on their success or loss in forms of "good endings" and "bad endings" within the room if they win or fail, respectively. Good endings are usually represented by either escaping "alive" within the time limit, completing the room's objective, or even stopping the threat or antagonist of the story, while bad endings usually represent the players getting "killed" by the main driving force of the story or an antagonist of the room coming to get the players once the timer has run out. Some venues allow players extra time or an expedited walk-through of the remaining puzzles.

Escape rooms test the problem-solving, lateral thinking ("thinking outside the box"), and teamwork skills of participants by providing a variety of puzzles and challenges that unlock access to new items or areas in the game when solved.[11]

Escape room puzzles include word games, numbers, and "arranging things into patterns"[12] such as substitution cyphers, riddles, crosswords, Sudoku, word search, and mathematics; puzzles involving physical objects such as jigsaw puzzles, matchstick puzzles, and chess; and physical activity such as searching for a hidden physical object, assembling an object, navigating mazes, or undoing a rope knot.

Different attractions contained elements similar to modern escape rooms and could thus be seen as precursors to the idea, including haunted houses, scavenger hunts, entertainment center 5 Wits or interactive theater (such as Sleep No More, inaugurated in 2003).[13]

The format of a room or area containing puzzles or challenges has been featured in multiple TV game shows over the years, including Now Get Out of That (1981-1984),[14] The Adventure Game,[15] The Crystal Maze,[15] Fort Boyard and Knightmare.[16] Similar experiences can be found in interactive fiction software and escape the room video games.[17]

An additional impetus for escape rooms came from the "escape the room" genre of video games. Escape the room games, which initially began as Flash games for web browsers and then moving onto mobile apps, challenged the player to locate clues and objects within a single room.[6][18]

An early concept resembling modern escapes room was True Dungeon, which premiered at GenCon Indy in Indianapolis, USA, in July 2003.[19][20] Created by Jeff Martin (True Adventures LLC), True Dungeon had many of the same elements that people associate with escape rooms today: a live-action team-based game where players explored a physical space and cooperatively solved mental and physical puzzles to accomplish a goal in a limited amount of time. True Dungeon "focuses on problem solving, teamwork, and tactics while providing exciting sets and interactive props".[21]

Four years later, Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,[22] of the Kyoto publishing company, SCRAP Co., in 2007.[6] It is based in Kyoto, Japan and produces a free magazine by the same name. Beyond Japan, Captivate Escape Rooms appeared in Australia and Singapore from 2011,[23] the market growing to over 60 games by 2015.[2] Kazuya Iwata, a friend of Kato, brought Real Escape Game to San Francisco in 2012.[24] The following year, Seattle-based Puzzle Break founded by Nate Martin became the first American-based escape room company.[25] Japanese games were primarily composed of logical puzzles, such as mathematical sequences or color-coding, just like the video games that inspired them.

Parapark, a Hungarian franchise that later operated in 20 locations in Europe and Australia, was founded in 2011 in Budapest.[6][26] The founder, Attila Gyurkovics, claims he had no information about the Japanese escape games and based the game on Mihly Cskszentmihlyi's flow theory and his job experience as a personality trainer.[27] As opposed to the Japanese precursors, in Parapark's games, players mainly had to find hidden keys or reach seemingly unattainable ones in order to advance.

In 2012, the Swiss physics professor Gabriel Palacios created a scientific escape game for his students. The game was later offered to the public under the name AdventureRooms and distributed as a franchise in twenty countries. AdventureRooms introduced scientific puzzles (e.g. hidden infrared or polarized codes) to the genre.[28]

The South China Morning Post described escape rooms as a hit among "highly stressed students and overworked young professionals."[32] Sometimes players damage equipment or decorations inside the game area.[33]

Early games consisted mainly of puzzles that were solved with paper and pencil. Some versions are digital or printable only.[36] As escape rooms became more sophisticated, physical locks were introduced that could be opened by finding combinations, hidden keys, and codes using objects found in the rooms. These ideas have evolved to include automation technology, immersive decoration,[37] and more elaborate storylines to make puzzles more interactive, and to create an experience that is more theatrical and atmospheric.[3] ff782bc1db

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