I’ve just this minute finished The Room Two, woohoo! And I only had to resort to googling a solution once. Okay, twice. Sort of. But I had good reason on both occasions, honest.
Anyway! Onward with my review of The Room Two. Spoiler: like its predecessor, it’s without a shadow of a doubt a case of 5/5. Genuinely splendid stuff.
The first installment of The Room was praised for its stunning visuals and sublime touch controls, and was rightly awarded Apple’s iPad Game of the Year 2012.
Similarly, The Room Two appeared in Apple’s Best of 2013 selection, and indeed it manages to excel its younger brother in many ways; no mean feat.
Improvements include more interesting locations, such as – bizarrely – some sort of pirate ship. And in each location, in turn, you’ll find more interesting objects (plural) instead of just a plain old table.
Among other things, there’s a crossbow (yes, you can fire it), a sledgehammer (yes, you can use it to smash through a wall), tarot cards, a skull, and all the usual cranks and keys and weird-shaped discs we’ve come to know and love.
The Room Two is also significantly creepier, with a suitably ominous soundtrack, and the puzzles are even more elaborate. Oh, and if I’m not mistaken, there seems to be significantly more communication (in letter form, obvs) from our comrade A.S.
And that’s all the good stuff about The Room Two. Now to go on a brief rant about the difficulty.
By default, The Room Two provides hints each step of the way. If you’re a glutton for punishment, you can disable hints, but I doubt many people could blast – or have blasted – through it unhelped (yeah, I just made up a word).
The hints are usually broken down into three or more steps, starting off subtle before pretty much telling you exactly what to do.
My only problem was: occasionally the hints felt a tad condescending. It’s like: “A star-shaped disc. I wonder if this fits inside something.” Yeah, almost certainly that star-shaped hole over there. I get it, buddy.
At the opposite end of the scale, the hints prove unhelpful, such as when a battery can actually fit into two different slots; the hint doesn’t specify which, and I’d only picked up on the one slot. I spent a good 15 minutes staring at the battery wondering how to charge it. Admittedly, that’s largely because I’m an idiot.
There was a similar thing with a mirror (that’s one of the things I had to google), but I’m really clutching at straws of negativity here.
See, while you’ll inevitably get stuck here and there, it only makes it that much more satisfying when you do finally progress.
And the difficulty thing is my only gripe with The Room 2. Cripes, it’s barely even a gripe; I just needed something to scribble about.
For those struggling to decipher my rambling: The Room 2 is even better than the original and thoroughly deserving of your £2.99.
- Creepier than The Room
- More elaborate puzzles
- More interesting locations
- The touch controls
- The visuals
- You, eh, might get stuck
Summary: The Room Two is bigger, better, creepier and possibly even harder than The Room. I love it.
Developer: Fireproof Games
Price: £2.99 @ App Store
Compatibility: Requires iOS 5.0 or later. Compatible with iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad Wi-Fi (3rd generation), iPad Wi-Fi + Cellular (3rd generation), iPad Wi-Fi (4th generation), iPad Wi-Fi + Cellular (4th generation), iPad mini Wi-Fi, iPad mini Wi-Fi + Cellular, iPad Air, iPad Air Wi-Fi + Cellular, iPad mini with Retina display and iPad mini with Retina display Wi-Fi + Cellular.