GET OUT
Here at Get Out, you're treated to 4 adventures, each totally different from the others. One example is the Panic Room, set just after the JFK assassination. All in all, there are plenty of surprises to be had, as well as delicious moments of complicity and exchange between participants. It's also an opportunity to discover the qualities and shortcomings of the different members of a group: who's a good observer, who's rather solitary, who's good at analysis, who's practically useless when it comes to finding clues... Get Out works well and regularly innovates. The team is passionate about their work, and on theme nights in particular, they really get into the game, playing various characters to perfection. We highly recommend taking part in the Zombies evenings, which are as awesome and creepy as they come, especially during the outing into the dark recesses of this industrial zone a stone's throw from the Carto. Get Out: you go in and you don't want to come out!
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