The Room Series

The Room games are a series of three-dimensional point-and-click mystery/puzzle games for mobile, PC, and virtual reality. Fireproof Games, a British firm, is behind them. The series is set in the late nineteenth and early twentieth century. And explores numerous encounters with The Null, a mysterious and powerful entity.

The Room ($0.99) was an unexpected joy. You engaged with a puzzle box that was jam-packed with surprises using touch gestures.

The Room Two ($1.99) was published in early 2014, and it is a vast improvement over the original.

The Room Three ($3.99) was released on the App Stores, and it deserved no less than five stars.

Description

This is why puzzle game lovers will enjoy The Room.

The Room games’ handling is quite strange since the first one felt like you were dealing with a genuine puzzle box, and as mobile hardware has improved over time, the rise in graphical fidelity just adds to the realism of Old Sins. Your eyepiece, which, like earlier games in the series, will be a constant tool you’ll use throughout the game, reveals more secrets on objects when utilized.

Solving the puzzles in The Room: Old Sins involves panning around puzzle boxes, figuring out which levers or sliders to spin in the right way, collecting items (which are sometimes puzzles themselves), and using those items in sometimes obvious and sometimes not so obvious ways to progress, all while checking your lens to make sure you’re not missing anything. There’s a breadcrumb trail of plot elements leading you along, just like in previous games, but you can either get completely immersed in it or ignore it entirely and concentrate on the puzzles.

Moreover, The Room introduces the player to a succession of weird puzzle boxes with various physical mechanisms. Each one requires the player to find out how to unlock it. Usually by reversing a series of locks, in order to gain access to another puzzle box within it.

The Room

The Protagonist walks into a room with a massive safe when the game begins. Moreover, a box and a letter from their friend AS are on top of the safe. Telling them that within is “the key to inconceivable power.” Also, the eyeglass, which is required for a variety of puzzles throughout the game, could be found in the little box. The first chapter is only concerned with the enormous safe’s exterior. A smaller puzzle box is revealed within the safe when the door is unlocked.

The Room 2

The Room Two has a new feature that allows for the creation of three individual profiles, allowing for additional participants. The game principles are otherwise identical to those of its predecessor. Including an inescapable tutorial to get you started. You’ll start in the same room where you were taken at the end of the first game. With no explanation as to where you are or why you’re there. And finally an inter-dimensional location before escaping the enigmatic A.S. estate.

The Room 3

In The Room Three, you’re on a train with no idea where you’re going. A dark figure appears for a split second and then vanishes, revealing a mystery box on the table in front of you. And then, once you’ve completed that obstacle, you’ll be sent to Grey Holm. A mansion on an undiscovered island. You’re challenged to collect five pyramid artifacts to uncover the mysteries of the Null Element. And you learn about a new character, The Craftsman, via additional mysterious notes spread about (as well as a brief view of him via the slot in the entrance to the main hub area). The Craftsman continues A.S’s efforts to unravel the riddle. And whether you like it or not, you are rapidly sucked into his/her strategy.

Those seeking a full-fledged adventure may be underwhelmed, but puzzle game lovers will enjoy The Room’s dense levels of single-room tasks to solve.

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