This one was shorter than previous games, less themed around mechanical contraptions and more around ancient egyptian magic and other voodoo nonsense.
The reverend episode felt most tedious, and the organ could've been designed better (can't see both the board and the keys). But I'd be lying if I said I didn't enjoy this game. VR was well utilized and didn't feel like a gimmick. Although I wouldn't recommend this in Oculus as it doesn't do justice to the HD textures
The reverend episode felt most tedious, and the organ could've been designed better (can't see both the board and the keys). But I'd be lying if I said I didn't enjoy this game. VR was well utilized and didn't feel like a gimmick. Although I wouldn't recommend this in Oculus as it doesn't do justice to the HD textures
It's got all the same problems as the previous entries compounded by the fact that we're back to teleporting to different rooms. I like a single unified space that incorporates story elements into the puzzle rooms themselves, this is just a random gathering of neat set pieces. It's still satisfying to see all these mechanisms play out, but I can never say that I'm thinking and entertained at the same time.
Took my time with this one, as the later room titles really started annoying me with their process-of-elimination design, but The Room VR really did step it back up to where 1 and 2 thrived, in the intrigue of the purpose of the player and the lovecraftian-type unease it delivers on well. Great early VR title I played through, and easily my favorite Room game.
Decent, a good first effort, but short. The Room is a really great, tactile feeling puzzle series on iPads etc so it's a bit of a step back and there's just too much stuff which doesn't react to you. The Index support is also pretty poor. Probably good enough on the Quest given the simplistic nature of the game. It isn't exactly a looker either, though there's some good playing with scale and occasionally a nice bit of atmosphere.
The only trouble I ever had with the game was finding which bits I can interact with, especially pulleys tucked away at the sides of things. Looking forward to a more involved sequel.
The only trouble I ever had with the game was finding which bits I can interact with, especially pulleys tucked away at the sides of things. Looking forward to a more involved sequel.
A classic escape room game that started on cell phones and works great in VR as it’s all about manipulating objects. The game is pretty meaty at 5 hours or so with some good puzzles. There isn’t much too it outside realizing what goes where and how pulling the right doohickey at the right way but VR makes it a little more exciting.
Overall Score: 5
Overall Score: 5