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Push out the review draft I sat on for ages
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_posts/2025-06-18-polar_station.md

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---
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layout: post
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title: '_Exit: The Game—The Polar Station_'
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subtitle: 'Maybe too much of a good thing'
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tags: game review
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---
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The _Exit_ series are escape-rooms-in-a-box featuring riddles that
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must be completed under time pressure. Nothing prevents solo play,
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but, like an escape room, they are designed for a small group of
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friends who bring different ways of thinking. It's also a
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single-play-only game since players will literally spoil the puzzles.
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![After escaping Research Station IMB-Q-13, I tried to pack it up
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again.](/images/polar_station.jpg)
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Reviewing such a game comes with unique challenges. Generally games
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need more than a single session to evaluate. Not only do some games
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unfold their secrets only after several plays, you gotta beware of
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letting an especially pleasant or disagreeable experience bias your
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conclusion. Puzzle games come with the added complication of the
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Goldilocks paradox of difficulty. Solutions that come too easily don't
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satisfy and neither do puzzles that resist too much. Ideally your
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brain will be taxed _just enough_ to be interesting without needing to
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read the help cards. Unfortunately every group will have a different
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level of _just right_ and I can't know where your level might be.
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_The Polar Station_ puts your team on a research station near the
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North Pole when something terrible happens. Fortunately help is
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coming. Unfortunately, you'll need to open a series of containers in
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order to find the code that will open the door to exit. My daughter
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enjoyed the story at the start, but the focus shifts to puzzles pretty
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quickly. Each fits well into the overall theme, but there's no time to
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read lore until the very end.
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I played with my children: 10-year-old twins and my college-age
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son. We read the rules together and while the mechanism for opening
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each lock was quite involved, none of us had difficulty understanding
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it. Each lock opens when you enter the right combination of three
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digits into a '90's-style DRM code wheel, consult the card that
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matches the revealed number and cross-reference the object you are
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attempting to unlock to index a second card. Unlocking containers
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opens up more clue cards and sometimes a new component. It's easier to
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manage than it sounds.
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Without spoiling any of the riddles, you can immediately disassemble
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the booklet that's included in the starting inventory. The game
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suggests a max of 4 players with the primary limitation being access
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to clues. Since the game starts with just the code wheel and the
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booklet, the first riddle involves clue congestion as everyone tries
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to examine the booklet at the same time. Even after getting more
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clues, the booklet remains the critical piece of most puzzles. You're
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going to cut out pages by the end of the game, so why not spread out
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the material from the start?
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Having the freedom to destroy components means the designers could
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stretch puzzles in unusual directions. It also means you can
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accidentally destroy a clue in the process of attempting to solve
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it. We ended up needing a solution for one riddle for that
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reason. (With a bit of tape I was able to see how the puzzle works
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after we'd finished our escape.) If we'd avoided our mistake, I
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suspect this riddle would have been a highlight. A little more
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instructional text might have prevented our mistake without harming
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the crux of the riddle.
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After an hour, the younger half of our group wandered off. Around that
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point, the riddles tipped over into the frustrating category for
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us. Good puzzle game design gives players several puzzles to work on
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so that you can make progress on other problems while stuck an a
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particularly tricky problem. Some riddles need to marinate in the back
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of your mind for awhile. _The Polar Station_ is surprisingly linear,
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however. I believe we maxed out at three simultaneously-open riddles
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and needed to check the solution of all three.
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Taking help cards counts against the final score _only if they provide
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new information_. The first help card tells players which clues and
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components are used, but we didn't normally need that help. We
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sometimes _were_ helped by the second help card, but not enough to
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actually solve the riddles. As we neared the 2 hour mark, [ego
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depletion](https://en.wikipedia.org/wiki/Ego_depletion) kicked in,
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which meant we were in a particularly poor mental state to solve the
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riddles. Meanwhile, we'd also reached the hardest riddles in the game.
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Thankfully the final few riddles were easier to solve and we escaped
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our polar prison. Whenever you finish, the story ends the same
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way. For people familiar with a particular cultural artifact, the
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narrative is wholly predictable, which is fine given the inventive
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riddles at the heart of the game. Since the game ended on riddles in
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our Goldilocks zone, we had a satisfying escape.
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I only noticed after we finished that there is a helper app for this
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title that provides a tutorial and a timer with ambient sounds. The
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rule book said the app also includes three bonus riddles, but I don't
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know where they might be.
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Taken as a whole, _The Polar Station_ comes together as a
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professionally developed experience for a bargain price. This is
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perhaps more difficult than the 3/5 level printed on the box
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implies. Again, this is group dependent and I haven't tried any other
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entry in the series.
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