In Ghent we also played this room, which had a few recommendations. I had already played several rooms inspired by Seven (at least three that I can think of spontaneously), so I was curious about how they implemented the topic in this room.The room is rather a classical room, and it is conceived as an investigation room.
The goal is to solve the case and collect the necessary evidence. The puzzles are well thought of and, as it should be, are connected to the seven capital sins. This is nicely implemented. The flow is good, and I believe we got stuck only at one point, as we struggled to interpret what was needed. Nevertheless, this did not prevent us from making one of the best times of the month.
The set is a rather plain apartment, as it is usually the case in this kind of investigative rooms, but there is at least one surprising element that adds to the experience and provides for an unexpected moment. In our case the speed of Tanja facing “danger” prevented the desired result, but the gamemaster sorted it out quickly. From a design perspective, it would be better if the mechanism would cause the desired objective without external intervention to improve the effect.
Overall, it was an enjoyable, solid game that lacks the wow-factor, but offers more than a standard room, particularly if you have not played so many rooms.