The Room Two is a first person, puzzle game by FireProof Games Studio, reminiscent of puzzle games such as The Island of Dr. Brain. It builds on the success of The Room which was released in 2014. It continues the time-spanning journey of its predecessor while significantly expanding its unique puzzle gameplay. Follow a trail of cryptic letters from an enigmatic scientist known only as “AS” into a compelling world of challenging mystery and tactile exploration.
The game's story continues from the previous title. The player is trapped in a mysterious Null-based dimension and is following in the footsteps of an acquaintance (known only as "A.S."). A.S. has discovered these boxes based on the Null element, which imbues them with supernatural properties. Through a series of notes as the game progresses, A.S. reveals he's trapped in this dimension. He has also found rooms that are attached to others that have come in contact with reality-warping Null, linking them together. Passage is only possible when the puzzle is solved. This reveals 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 the risk of insanity to those that 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 had been trapped with the rooms for many years due to the strange passage of time within Null. The ending is pretty cool, and we won't spoil it for you here.
The Room Two is a three-dimensional puzzle game. Like 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.
You only need to use your mouse to explore the six rooms throughout the game. The puzzles found throughout the rooms are convoluted and unique, with each room's puzzle tied to the overall theme of the room. However there are only six levels that can be finished in about 3 hours of gameplay the first time around. I really wanted more levels to the game. Once you feel like you're getting a good grasp on the puzzle elements and start to appreciate just how much fun the game is, it suddenly ends. The fifth level is also not really a complete puzzle level, so technically there are only five puzzle levels to go through.
The game doesn't leave you in the dark, and you can turn on hints in the option menu if you wish. Turn them on if you can show some restraint. Then only use it when you are really, really stuck. It makes the game a lot more fun that way. The clues also offer increasing levels of specificity as time goes on. Initially only providing a vague lead to the task that will move the puzzle forward.
The entire rooms are essentially the puzzles. The rooms have been divided into individual puzzle sections that the player can easily navigate with a click of a mouse. You can also inspect items you pick up, and most of the time you should. These items can be morphed into usefulness almost every single time. The puzzles are difficult to solve throughout the game, and they do take some figuring out. Once you figure out the "main object" of the room everything you do in the room has a purpose and becomes a little easier to go through.
Performance & Graphics
The game was played on a rig that can handle anything at max settings. The Room Two was played on max setting as well, and it looks absolutely beautiful. There is a level of detail and richness to the rooms that immerses you in the gameplay. The graphics at max settings are smooth, while the puzzle themselves move intricately and are crafted with painstaking detail.
Other than that, there were times when the mouse wasn't responding well to the motions necessary to complete a piece of the puzzle and it caused some level of frustration. This was mostly observed with the hinge motion items throughout the game.
The music and sound effects set the mood and tone for the game. It's not necessarily scary, because it's not a horror game. The best description is that the ambiance music sets a tone of loneliness. You are alone in these rooms doing these puzzles with the Null hot on your heels, but the rooms have connections to the outside world and you can't hear anyone else. Each room has their own distinct background sound effects that provide the player with an immersive experience.
Jokingly, this game was touted as being my weakness. I've played puzzle games all my life, and thoroughly enjoyed games like Indiana Jones and the Emperor's Tomb, Island of Dr.Brain, and other PC games of the 90s. I sincerely thought that I was about to lose 20-25 hours of my life playing a marvelous puzzle game. However, the game ended so abruptly that any nice, warm fuzzy feelings towards it were jaded. The graphics and audio are great in the game. However, the lack of puzzles, frustrating mouse mechanics and the overall lack of content after the initial playthrough make this game not score as high on the list.