The Surprising Truth About The Room Three 2018
November 13th, 2018
Easy to begin yet hard to put down, enjoy a unique mix of intriguing puzzles with a simple user interface.
A tactile experience so natural you can almost feel the surface of each object.
Lose yourself in a variety of stunning new environments, each spanning multiple areas.
Rotate, zoom and examine dozens of artifacts to discover their hidden secrets.
A haunting soundtrack coupled with dynamic sound effects creates an unforgettable soundscape.
Use the new eyepiece ability to explore the world in miniature.
Return to a persistent environment and change your fate.
Re-read hints to get the full picture.
Share your progress between multiple devices, and unlock the all-new achievements.
Available in English, French, Italian, German, Spanish, Brazilian Portuguese, Turkish and Russian.
The Room Three maintains the haptic puzzle-solving gameplay of its predecessors while vastly increasing the player’s universe to discover. Every object and environment has been re-built, re-textured, and re-lit by Fireproof Games to bring the strange world of The Room to life once more.
You are enticed to a distant island in The Room Three, where you must use all of your puzzle-solving skills to navigate a series of trials set by a mysterious character known only as “The Craftsman.” We were all for it up until this point in The Room series. Do you like to play with boxes? Yes, absolutely. Puzzles that are both challenging and well-designed? Take a chance. Small, self-contained instanced rooms with a sense of respect for you as a player? It’s all there, bingo. Brevity?! Brevity, oh my goodness. The first two games took us 4 and 3 hours to complete, respectively, and they were enjoyable hours.
The price of Room Three is a little lower than the previous chapter. By a long shot. It probably doesn’t make a difference. Unfortunately, the bridge between Room Two and The Room Three is a lot rougher, with some refinements in design, aesthetics, and extra mechanics that allow some new puzzle ideas to emerge and bloom.
Things used to feel more refined, but now they feel bloated. The game’s major focus appears to have moved. It started as a ‘box scale.’ You’d be given one connecting box to play with, which would unfold in front of you. Sure, there’s a chance you’ll miss some interactive elements, but it’s only one box. Take a closer look; you know you’re at the right place and you know you’ve got work to do. Then came ‘room-scale.’ You’d have a puzzle box and possibly some extra components scattered about it. Now it’s more like a clunky, albeit cleverly hidden object game with a production budget, and it no longer feels like the pithy puzzle of the first two games, but rather like a sloppy. This is significant for several reasons in The Room Three.
First and foremost, why are the halls and extra rooms in The Room Three so torturous? The movements are dreadful. You click through in a way that’s -fine- at the most basic level. It accomplishes the job, but as you get closer to the finish of the game, the movement becomes increasingly sluggish, especially if you’re trying to complete the extra tasks for the alternate endings in The Room Three. You’ll be traveling about a lot from room to room, and each one will demand you to sit and wait for a camera to slowly move over to where you want to go. Keep in mind that you may not know where you should walk near the conclusion for these extra challenges, so navigating through the chambers quickly becomes a severe roadblock. It’s just not sharp or pithy, and it makes us feel bloated.
The second reason is that there are too many rooms. The first two games were so elegant because they just required you to memorize around half an hour of game information. If you followed the lore (which we’ve heard is good lore), you’d have to remember more, but we don’t care. You’ll be dealing with one box, in a bubble, four times for the most part, and it should take you about half an hour to complete the majority of them. That’s hardly much in terms of memorizing. However, when you spread this outward, you’ll find that you’ll need to memorize much more. You must remember, until near the end of The Room Three game, that the first room has a crank that you cannot interact with until you solve a complex puzzle, probably four hours into the game, as you unravel the endgame, or slowly drudge between every room multiple times looking for things, but that’s also a problem, because, as we’ve already discussed, movements are terrible.
The third reason is that there have now been three games, and The Room Three is bigger than the previous two, and it feels like they’re running out of ideas. There’s a fair lot of puzzle, or at least puzzle mechanic, repetition here. We can only unlock so many keys, fit the correct shape into the correct shape-sized hole, and complete the electricity problem four or five times (get the fuses lighted up, press the switch, then hit the other switches, match the frequency, and go!). Many of the extra stages in these puzzles require little actual effort or difficulty; it’s as simple as looking for the switch to flip, comparing a chart one room away from the dial you’re looking at, or comparing symbols in a book across the room to the other dial you’re looking at. And, as previously stated, movement stinks, so referring to a decoder sheet doesn’t feel very fast or fluid. Don’t get us wrong: there’s some cleverness here. It’s still well-designed overall; it’s just a little long-winded, which is impressive considering how short The Room Three is.
The Room Three, on the other hand, has four different endings. You’ll have to solve the ending problem several times to earn each one. Didn’t you obtain what you needed from the last overworld? Regrettably, you must solve the riddle to alter your fate once more. Are you sick and bored with the same old mirror light beam puzzle? It’s too bad. Another thing is that there are a lot of puzzles in this game where you have to accomplish The same thing three times in a row, similar to a boss in an old arcade game. Great for action games, but a pain to solve riddles. You must complete the riddle to receive your endings. Furthermore, you must watch every cutscene in The Room Three for each step of the puzzle at all times; it cannot be skipped or sped up.