The Room Two picks up right where its predecessor left off, at least, I think so. Both games present a story in the form of handwritten notes that I typically found to be incomprehensible. Still, the core gameplay was rock solid and tested my deductive skills rather than my patience. From the first-person perspective, I toyed around with all objects I could interact with in a set of rooms. Everything was a puzzle and when I solved them seamlessly, I felt much satisfaction. When I couldn’t, the hint system came into play and when I relied upon it, I found I simply failed in exploring my boundaries – there weren’t many illogical solutions. The Room Two is a meaningful timewaster that continues in the tradition of the original.
The Room is a puzzle game in the strictest sense. Players need not worry themselves with anything but solving puzzles. In each of the four stages, players are plopped down in front of a box composed of many mechanical locks. It is usually these, and other mechanical objects on the boxes that represent puzzles. Figuring out how they operated was the main brain drain.
Unlike Mansion of Hidden Souls and Juggernaut, I felt like The Room did a better job of implementing puzzles. The former games were puzzle games yes, but they placed more emphasis on exploring an environment, finding items, and making a connection as to where they needed to be used. This game’s puzzles are more self-contained in part because there’s no environment exploration. The boxes need to be scoured for clues, I mean scoured, but there’s no other exploration. The puzzles in the game were serious thinkers though.
With four brief stages, it only took me a few bedtime sessions to complete, most of the time though, I was staring at my tablet deep in thought trying to work a puzzle out. If not that scenario, then I was inspecting every inch of the larger box trying to figure out what to work on next. There’s a faint amount of narrative in the form of notes from a researcher friend, but it’s supplementary. They enhanced the mystery surrounding why the player is doing what they’re doing, but the puzzles were the motivation, at least for me.
This was the first output of Fireproof Games, a British studio made up of seasoned designers and I thought it was a mature experience among the cartoonish chaff that populates mobile platforms. The Room is available on Android and iOS devices for $1.99.