The Room Two
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The Room Two is a three-dimensional puzzle game. As in the original, each level is in a single room and tasks the player with solving a series of connected puzzles, typically involving collecting clues and parts of mechanisms to unlock complex puzzle boxes and collect new clues and components they contain. The game uses the mobile device's touch screen controls to simulate actions like turning a key or opening a drawer, as well as to zoom in and out of the various puzzles. Each room may contain several different puzzles in different locations, which the player can move freely between. Ultimately, the player is seeking an exit from each room as to proceed to the next. The player has a lens that shows special messages and areas made from \"Null\", a strange material central to the game's plot.
The game's story continues from the previous title, in which the player is trapped in a mysterious Null-based dimension, and is following in the footsteps of an acquaintance (known only as \"A.S.\") who has discovered these boxes based on the Null element, which imbues them with supernatural properties. Through a series of notes, A.S. reveals his entrapment in this dimension; he has found rooms that are attached to others that have come in contact with Null, the material warping the reality around these self-contained rooms, yet linking them together. Passage is only possible when the puzzle is solved, revealing a piece of Null, which, when viewed with the player's eyepiece, reveals the next door. The letters from the friend tell the player-character to move through each room quickly, warning of the risk of insanity to those who are exposed to it too long. A.S. reveals that he had become too far gone to find an escape. While working within one of the rooms, the player discovers the body of A.S., who has been trapped with the rooms for many years due to the strange passage of time within Null. The player, on completing the final room, finds the exit leading back to the house where the first game started, but chased by tendrils of an evil entity using the Null. The player-character escapes the house in time as the tendrils cause parts of the house to implode, taking away the passage to Null with it.
Examine everythingJust like the original game, The Room Two starts in a darkened room with an ornate box that immediately sparks your curiosity. Your job is to search the room for clues such as written notes or hidden objects that may help you open the box to see what's inside. But it's not just what else is in the room; the box itself holds countless switches, moving panels, and other contraptions that you'll have to examine and solve in order to move on to the next room, and learn more about the mysterious story.
Made for the touch screen, The Room Two is all about trial and error as as you interact with every panel, lock, button, and contraption set before you. A double tap lets you zoom in on an area to figure out how it works, and a pinch gesture lets you zoom back out to search for more clues. There is often more than one object in a room to interact with, but they are always interconnected. This means you might find the key to a lock for one box by opening a panel on a rolltop desk elsewhere in the room. Knowing that the solution could be anywhere is what keeps you checking and rechecking everything you see.
The notes and letters you find uncover more of the storyline, but also sometimes include specific clues to be used in the room you're presently in. In other words, just as with the objects in the game, it pays to closely examine the letters and notes for more clues that might help you solve the puzzle.
My only problem with The Room Two is the same problem I had with the first one: the camera zooming in some areas can be a little frustrating. It's clear that certain objects are meant only to be viewed in specific ways, so when you try to rotate around some objects to have a look, it's simply not possible. In a game like this where every detail is important, you're going to try everything to see every nook and cranny of the room. But unfortunately, you'll quickly run into invisible walls that block your curious nature. It's not something that really takes away from the rest of game, but just note that it can get mildly frustrating.
It starts, of course, with a room and a box. This sequel to Fireproof Games' Bafta-winning puzzler is nothing if not familiar. Yet it's also often unexpected in the ways it expands the potential of the original, unfolding and unpacking its concepts with much the same confidence as the slides, drawers and moving panels that form its brain-teasing core.
Make no mistake, this is a scary game. Where The Room was creepy and occasionally unsettling, The Room 2 turns into a flat-out horror story. The music, seemingly composed exclusively for haunted Victorian nurseries, is as effective as ever but now you're faced with scenarios that pull the spine-chilling subtext out into the sickly light. One chapter of the game is based around an automated turn-of-the-century séance room, full of spirit cabinets and automatic writing, and it freaked me out more than any other game this year. Another takes you to a sinister laboratory, pitched somewhere between the scientific reality of Galvani and the gothic fantasy of Mary Shelley.
Although there are many rooms in this space, each room has only one level. Here, a series of puzzles of all levels, from easy to difficult, are waiting for you to solve. They are not discrete but are always linked together through mysterious clues in strange objects. When you complete the quest in the first room, the door of the second room will gradually open.
It is not only fascinating from the start of the game or in each secret room, but it also haunts you until the end of the game. When you successfully complete the mission in the last room, the exit is to go back to where the game started. However, the difficulties have not stopped; you continue to be chased by the bad guys.
The graphics and sound on PC are far superior to the mobile version. The room, box and inventory items are rendered in hi-definition 3D with smooth manipulation of objects and transitions between views. In the beginning, the background music is subtle and soothing, but becomes more ominous as you progress. It never gets repetitive, in part because it does not continue all the time, stopping completely at particular parts of the game. When not playing, there is a sound of emptiness (like the low, faint hum you hear when alone in a closed room that is otherwise silent) which is spooky and adds nicely to the atmosphere. Sound effects are spot-on when interacting with levers, sliders, and buttons, and a unique one plays for specific actions such as equipping a lens, collecting an inventory object, or as hints are revealed. Later in the game you will hear creaking sounds, background voices speaking in tongues, footsteps in the background, etc. that ratchet up the tension level effectively.
While not as difficult as The Witness or The Talos Principle, the gameplay here is original and addictive, so if you love puzzle games, The Room is highly recommended. Almost all of your time is spent in a single room, as its title suggests, but there is a cliffhanger at the end that whisks you off to an unknown location to set up the next installment.
That is not to say the puzzles are diminished; in fact it is quite the opposite. Fireproof continues to impress in this outing with inspired puzzles that, while still not terribly difficult, are very fun to play and satisfying to solve. Gone are the boxes from the first game, replaced here with a wide variety of organic-based puzzles specific to the current location. Many require you to align objects to reveal the next item needed (such as a key or an orb), but several are progressive, as in the previous game. For example, you will need to maneuver a model ship through a maze, but in order to unlock sections of the maze you will need to solve riddles exposed as you go along. Of particular note is the laser puzzle that requires interaction with many objects in the room (and solving puzzles in the process) to obtain another lens to find the clues needed to progress to the final escape. Just brilliant!
How Do You Play The Room is entirely controlled by intuitive swipes, taps, and pinch gestures. You typically begin in a room where a table is sitting in front of you. Swiping left, right, up, or down rotates the table, while tapping zooms you in on one part of the table, and pinching or tapping elsewhere zooms you out. Each table will have a bunch of different, relatively simple puzzles to solve, including sliding switches or disjointed pieces into correct positions, matching up symbols, or finding a key hidden in a drawer to bring over to another spot on the table.
The first game saw you pulling and prodding at single intricate puzzle box, armed only with a red lens that let you see hidden markings. The box was a fantastic, ever-unfolding mechanical marvel, made nearly real with detailed modeling and texture work, hundreds of moveable pieces, and sound design that made each interaction feel correct. By putting this marvelous thing in front of you and focusing all your attention on it, the game could subtly build a room around you and immerse you entirely. Once you were snared in its carefully constructed reality, it began to just as carefully peel it away. The air slowly filled discordant music and sinister, incoherent whispers. Through the lens, you began to see impossible geometry within the box, glimpses of a world outside our own. With each layer of the box you opened, there was a mounting sense that the knowable world was slipping away. And then, when at last the box was open, you found yourself standing before an unearthly portal, drawn irresistibly to step through.
Look up and slide the metal bar to the left to retrieve it. Now open the door to exit out into the room. Turn to the left and zoom in on the dusty plate on the ground, then rub it to remove the dust and reveal two symbols - remember these for later. Now examine the chest just to the right and turn the handle on the right side. Pull it out and take a length of string from inside. 59ce067264
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