If you have ever managed to assemble an Ikea flat cabinet without resorting to the superglue or the internet, you will understand the pleasure of The Room Two. There is a time when everything comes together, you finally know what he wants from you and insert tab A in slot B with the peace of mind of revealing an elegant but affordable set of shelves. Or a spooky portal covered with black things of tentacle root that is activated by arcane light. One or the other.
The Room Two, un juego de rompecabezas suntuosamente extraño en el iPad, es más maravilloso cuando todo se vuelve “crunch”. Pasas minutos a la vez examinando una serie de cajas cerradas, buscando llaves y mecanismos, descifrando acertijos, buscando señales a través de tu siniestro ojo revelador. Cuando encuentra el correcto y lo coloca en el lugar correcto, la respuesta es magníficamente gratificante: las llaves giran, las puertas se abren, las cajas se desempaquetan imposiblemente y se vuelven diferentes, cajas más extrañas, siempre con los sonidos perfectos y exactos para los movimientos a medida que ocurren. Este es un juego de esmalte increíble, y eso nunca es más claro que cuando se desbloquea bajo tus dedos.
Mythos and marvel
The sound and graphic design are wonderfully suspensive when not everyone is going to “creak” for your pleasure. Dark environments lit with splashes of light; the creak of the woods and the whisper of invisible ghosts. I will not spoil the plot or atmospheric devices too much by saying that it uses traditional ghost story and adventure traps to create a sense of mystery and restlessness: a ship, a crypt, a Victorian session room. It is based largely on the myth of Cthulhu, with a very lovecraftian story about a scientist driven mad by impossible forces that drive him to discover new fascinating things about the world, in this case, the Null element, hinted at in the first brilliant game.
The story is told in an episodic way, with indications about the scientist’s work and about its purpose in the form of letters that you will find along the way, which attract you more deeply into your madness. The end of each chapter brings together history and the “crisis” in a particularly satisfying and strange way: it is a disturbing experience, even when you know what to expect. It is creepy. It makes you stop wanting to touch the screen, put your fingers near the strange, except that the game would stop “creaking” and really, that’s what you’re here for.
Out of the box
There are very few frustrating moments, but they are there, and in greater numbers than the first game. I almost gave up on a puzzle before I realized that the game wanted me to come a second time to a particular point that didn’t look zoomed. A broader problem is that The Room 2 chapters feel a little too big, a little disjointed. Instead of a beautiful box of secrets, as in its predecessor, there are several places to visit in each chapter, and each requires several passes to collect and reveal everything.
There is some confusion when visiting and studying several discrete spaces rather than an adjoining one. On the one hand, you can no longer simply turn your eyes and let your mind relax when you face a trick that you simply cannot solve. The movement feels much more difficult, and there is a greater sensation of a body to move, therefore, a greater disconnection between the glass panel it is holding and the point of view perceived in the game. It becomes less hidden furniture simulator flat pack and more Myst, and suffers for it. On the other hand, there is more to the search for hidden objects in the game when their riddles extend in this way; I spent more time than I would like to look for the only thing I had missed because I had not realized that there was another part of the world with which I could interact.
But these are nitpicks. These are small discomforts bristling at the edges of excellence. They are notable due to the lineage of the game, the elegant and discreet puzzle box that is The Room. The sequel can not help but suffer in the comparison, because The Room is practically the best thing you have tried to put your fingers: a compact, elegant and beautifully touch that almost makes you forget that you are only tapping on glass The Room Two is more than a dignified sequel, expanding the formula and experimenting with some new ideas: it is a fantastic experience, deliciously crispy in its own right.