Review: Lander 23 by Punchdrunk ★★★⯪☆
Lander 23 had a few pre-launch glitches, but is now up and running in Woolwich. It is a fun enough experience, but could be a whole lot more with some tweaks. In a team of four, you are split into two groups. One group operates a baffling array of switches and has to direct the other group around a ruined city because of [under developed plot point]. Only by working together can you… well, it is unclear. Something to do with energy?
Think of it a bit like a longer game of "The Crystal Maze". Over a radio commlink, you try telling your team mates to go left down a corridor and then explain you meant the other left. The explorers have to creep around the set, avoiding baddies (and sometimes other players) while listening to your half-baked instructions.
Then you swap positions and suddenly understand some of the seemingly bizarre decisions your friends made.
It is hard to know how to categorise this. Punchdrunk are known for immersive theatre - but this is billed as a live action video game. It isn't a LARP in the traditional sense; you won't be driving the story. It also isn't an escape room although the teamwork aspect is similar. There aren't any puzzles, and the story is paper-thin. But it is rather a good laugh. Sort of like an adult Laser Quest without guns.
The pre-show is pretty good. There's a well dressed set to wander around with lots of interesting (but irrelevant) scenery and props. The instructions are reasonably clear and the "Lander" set looks a bit like the Nostromo from Alien. The interactive consoles are brilliantly designed. The various industrial knobs and buttons feel delightful to play with and react well. It is rather a shame that they're so under utilised. The driver team is given a baffling arrays of inputs to manage - but only a small subsection do anything useful.
The city set (supposedly an alien planet) is recycled from the previous "Burnt City" production. It looks lush but doesn't make any sense in context of the (slightly flimsy) story. It is exciting to wander through while being pursued by guards (what guards? Isn't this an alien planet?) but there isn't much time to admire the extensive set dressing.
While you're running around (or telling people to run around) there's some nonsense about collecting energy. Oh and you might lose a life if caught. And you have to flick the switches at the right time. Don't forget to duck behind the scenery to hide when told. There's a lot going on. It is exhilarating but you only get about 15-20 minutes of play time each.
There's a briefing about how to find cassettes and stamps. Across our two goes, we found one of them and got one stamp. What does that do? Nothing as far as I can tell. There might also be artefacts to collect, but we didn't find any, nor were we sure that they'd net us extra points.
Let's talk about the points aspect. At the end, our team, were delighted to have come second!
What did that mean? Nothing.
If you play Laser Quest, you get to see your name up on the big screen - Lander 23 just displays your team number. I sort of expected to be handed a certificate. Or money off our next trip. Or a commemorative tchotchke. Or even a video thanking us for saving the universe. We just took off our tactical vests and handed them back. Which was slightly underwhelming.
I think the leader-board is there to encourage replayability. But as your scores aren't recorded, there isn't much incentive to come back for another go. I expected a follow-up email thanking us for playing or asking for feedback but, again, nothing. After that much adrenaline, I was expecting just a little aftercare.
There's a photo-booth once you've completed the mission, but you have to ask other players to take your photo. It would have been so easy for Punchdrunk to have a staff member there to take snaps and email them. Again, that's what most escape rooms do. Instead, we headed to the bar to enjoy a few cocktails while we debriefed ourselves.
All four of us agreed at that it had been a pretty good experience. We laughed a lot describing what we'd got up to. Our hearts were racing, we were sweating from the tension, and felt like it had been a decent afternoon out.
Ultimately, Lander 23 feels like it has been designed by someone who has heard of games like Laser Quest / Escape Rooms / The Crystal Maze but, crucially, hasn't ever played them.
For all that, it is a lot of fun. Running around corridors with a friend is very Doctor Who. Flicking lots of switches and pressing buttons is an enjoyable tactile experience.
It is absolutely worth finding a cheaper mid-week slot and giving it a go. If you're willing to get into the spirit of things, and are happy to put up with some odd game-design decisions, you'll have fun.