Review By Drew Bower at 21:22 on 11/01/2014 - 0 comments
Tags: G5 Entertainment, Artifex Mundi, Hidden Object, Puzzle, Casual
It feels almost wrong to feel excited about yet another hidden object puzzle adventure game, but this was the case for Nightmares from the Deep: The Siren’s Call. Well, I say excited... more like a mild tingling, but still, it was something.
The reason for being optimistic is down to it being the sequel to a genuinely entertaining game and from developers with a track record of other above average titles.
There is a distinct feeling of déjà vu upon playing as the storyline follows a very similar path. You play as Sarah Black, curator of a naval museum who upon receiving and opening a mysterious package finds her museum breached by a ghostly pirate ship and its crew. The mysterious object is snatched away and so begins the adventure to retrieve it.
The game world centres on an ancient fishing village inhabited by strange fish-headed freaks. The environment is full of broken ships with plenty of devastation all around. Because of the rather dreary surroundings, the scenery is quite dark and bleak with just odd flashes of brighter colours. They are nicely drawn though with bags of detail as you would expect, but the darkness and lack of colour does start to drag.
You get used to seeing by-the-numbers hidden object scenes in these games, so it’s nice to see a little bit of inventiveness being shown here. Hidden object scenes come in three flavours: Traditional list-based shopping; finding objects from a smaller picture icon and most interestingly of all, a version where you string together a number of single objects in order find others and continue the sequence.
The puzzles too show just a little bit of extra thought has gone into them – not much, but even a little is worth noting in this genre!
Also worth noting is that on the whole, things progress fairly swiftly. If you find a useful item, chances are you will be using it to progress pretty quickly. This is also helped by the use of quick warping via the map to areas that are highlighted as having an action available. This feature depends on the difficulty level selected, but it’s certainly recommended so as to avoid tireless back tracking.
The mythical pirate theme is carried out brilliantly, with one or two creepy moments to encounter. As mentioned previously, it makes for a rather dark adventure but also a very atmospheric one.
I suppose the question is, does this sequel improve on the first game? I would suggest not, but then again you can’t blame Artifex Mundi for sticking to the adage if it ain’t broke, don’t fix it. What they have delivered is a very solid and above average example of the genre that fans will enjoy.
The Walking Dead Season 2: All That Remains Review
Review By Chris OToole at 15:57 on 24/12/2013 - 1 comment
Tags: Telltale, The Walking Dead, Point and Click, Adventure, Season Two
That's the sound of Telltale Games punching me square in the balls, and the strange thing is, I really rather like it.
The Walking Dead Season 2: All That Remains kicks off over a year after the events of the first game, and yes those two people on the horizon at the end of The Walking Dead: Season One were exactly who you hoped they were.
So with events unfolding as they did in the first season, All That Remains plops you into the comfortable trainers of Clementine, and you'll be directly responsible for her actions and dialogue choices throughout, these will of course be carried through to the other episodes when they are released.
It's really difficult to review this game without spoiling it, so I'm going to keep my gob shut. Needless to say though there are a few moment over this first part's hour and a half length where, as promised at the top of the page, your testicles will be well and truly pummelled. Of course what this means is that Telltale are doing a great job with their characters and story, you'll genuinely care about what happens to them and some hard decisions will have to be made.
The one slight problem I had with All That Remains, is that the puzzles in this point and click adventure seemed like too much of an afterthought. Most of us have played through the first season, so the amount of hand-holding going on in this first episode seemed a touch heavy handed, especially when the puzzles aren't all that taxing in the first place.
All in all though this is a solid first step on The Walking Dead: Season Two's road, it's a bite sized chunk of quality entertainment. Don't expect to be uplifted by it though, so maybe wait until after boxing day to play it, lest you be sniffling into your mince pies.
Doctor Strange Marvel Pinball Review
Review By Chris OToole at 17:14 on 23/12/2013 - 1 comment
Tags: Marvel Pinball, Pinball FX 2, Zen Studios, Doctor Strange
Oh yes, here we go. Doctor Strange, Sorcerer Supreme. This latest release in Zen Studio's Marvel Pinball Library mines 50 years worth of comics featuring the sexy moustachioed wizard.
As with all of Zen's Marvel Pinball releases there's a neat little backstory to the table involving the growing occult forces of Baron Mordo, Dread Dormammu and even Shuma-Gorath, the Lord of Chaos himself. You won't be entirely on you own though, help is forthcoming in the shape of super sexy Clea and your faithful manservant Wong.
What's immediately striking about this table is the lack of bells and whistles, yes the strikingly animated comic characters are still present and correct strutting about at the periphary, but the playfield itself is pleasingly clean. After the sensory overload of Zen's Star Wars tables this is a great reminder of just how clever they are at creating a layout that flows, with pure player provided skill needed to hit the ramps, holes and targets.
It's here that you can feel Zen's love of pinball shine through, with perfect ball movement and physics making each game a joy. Activating mission mode will give you varied goals to shoot for, and it's in these Zen have a bit of fun with their Doctor Strange license, with spell effects and battles between good and evil kicking off all over the place.
All in all Doctor Strange is one of my favourite Zen Pinball tables for quite a while, the simplicty only giving way when you activate a mission. We all know Zen Studios are masters at nouvelle cuisine pinball, but here they prove they can still do a smashing Sunday roast too, this is the basics, done to perfection.
Letters From Nowhere: A Hidden Object Mystery – iOS Review
Review By Drew Bower at 21:06 on 13/12/2013 - 3 comments
Tags: G5 Entertainment, Awem Studio, Hidden Object, Casual, In-app Purchases
Having reviewed the two previous Letters From Nowhere titles, and been left feeling underwhelmed on each occasion, I was curious to see if Awem Studio had finally delivered something special. Spoiler alert: They haven’t.
To quickly recap on the previous two games, they are very traditional hidden object games that had no real inherent faults and actually had some nice ideas such as the use of ‘power ups’ that temporarily helped you out. But they just didn’t have the gloss to make them into something worth recommending. Thus, one might assume that if you were charged with creating a follow up, adding that extra sparkle whilst keeping the same solid gameplay would be the way to go.
Awem Studio evidently disagree with that theory to the point they poured lighter fluid onto it, set it on fire and then washed the embers down the toilet. If only they actually added a bit of fire and action into the gameplay, it might have actually helped!
I’ve waffled on long enough already without actually pointing out why this game is so utterly pointless. Initially things start out quite normal, being dropped into a map with various locations and entering into the first scene. The warning signs begin right away though with just three totally random objects given to find.
Back on the map and little icons begin to appear on the left side of the screen indicating special items that are in some way part of the story narrative. Although that should be taken very loosely as it’s nothing more than a sentence or two and well, as you will find out shortly, don’t really make much of a story. You tap on one and are directed towards the location it supposedly is currently hiding. However instead of finding that one particular item, you are instead given just six objects to find, none of which are the story related item.
After finding them and are taken back to the map screen, you are told you’ve found the special item and are ready to move on to the next one. You also begin to accumulate random parts of numerous collections – you get them for a variety of reasons from finding items in a combo, to simply playing the game for five days straight. There was even one collection that needed to be earned by playing the game five days in a row at any time between the hours of midnight and 5am! I don’t know which is more worrying – the fact that someone might actually do it, or that I somehow found myself playing the game during those hours one night to discover its existence...
What quickly dawns on you when playing is that the game is centred around making in-app purchases. Puzzles can only be opened when you’ve found enough black cats, extra locations can only be visited once you’ve purchased them or found enough stamps and are at a high enough level... As always with these types of games, you can play through the game without spending a penny, but the truth is you’re going to have to grind your way for hour upon hour that way. Which makes this game very curious: Why on earth would anyone pay to speed up a hidden object game – and not a very good one at that – when there are a multitude of much better HOG’s to play that have a proper storyline and structure?
It’s not often that I struggle to find at least something positive to say about a game, but in this case I genuinely am stumped. As a hidden object game, it’s pretty standard and suffers from many of the genres worst faults such as stupidly placed objects that constantly repeat along with the same locations. The story is a stretch to say the least and the whole idea of grinding through a hidden object game leaves me totally bemused.
Tank Domination Blasts Onto iPad
News By Chris OToole at 17:01 on 10/12/2013 - 1 comment
Tags: Tank Domination, iPad, iOS, iPhone, Free
Tank Domination has now released for the whole iPad product line, starting from iPad 2 and including iPad Mini. The project was developed on the Unity engine, which has resulted in graphics quality unprecedented for tablet games and a stable refresh rate more akin to that enjoyed by PC players.
The game gives players the opportunity to prove themselves in team tank battles on maps of 1 square kilometer. Two teams of up to 10 people each can fight in one battle. The widest range of modern warfare is available in the game, divided into four classes: light, medium, heavy tanks, and artillery.
Players can upgrade all the vehicles and equip them with various combat devices of their choice, adjusting their tanks according to their own unique style of play. All this, as well as a variety of landscapes, partially destructible environment, and a well-designed system of damaging the individual tank modules, forms a unique gameplay, which will be interesting for single players, and also for the fans of multiplayer team battles. You'll also be able to design and test a large number of different tank battle tactics.
Tank Domination is planned to be updated regularly, which will give users unlimited development opportunities to help them one up their chums.
An Android release is promised next year (again!)
Createrria Lets You Make Any Game You Want
News By Chris OToole at 16:40 on 10/12/2013 - 2 comments
Tags: iPhone, iPad, iOS, Android, Free
Createrria, apart from being nearly unpronounceable wants to turn the fun and joy of making games in to a game itself. You'll be able to become an instant game designer by creating the games you always wanted to play (penis space invaders) or construct your own improved version of world famous franchises (also penis space invaders). Whether you want to tell a story, create an awesome action game maybe you have a great idea for a puzzle game or platformer, you can go right ahead and make it with Createrria offers quick and easy tools to create any game you want without any technical or programming skills. Seems those of us with poo brains will be well catered for.
“Nowadays you can create almost anything on mobile devices; Take photos, paint, compose music, even shape virtual pottery – you name it. But until now there hasn’t really been a good app for game creation. We want to change that with Createrria. And remember, this is meant for players, not developers.” commented Jakub Duda, Incuvo co-founder.
“I often start Createrria early in the morning just to check new crazy game ideas that appeared in the community the previous night. It’s a great feeling when players surprise you with new creations.” said Wojciech Borczyk, Incuvo’s second co-founder.
Want to create that great 8-bit classic? Then the Pixel Art Theme is for you. How about a Grimm fairy tale with a twist? The Fable Theme is what you’re after. Featuring a variety of powerful and easy-to-use tools, all the graphic styles in Createrria comes with its own set of backgrounds, terrain, items and enemies, did I mention penises?
Already the recipient of critical acclaim including making the final of the ‘Game Connection 2012 Best Project’ Createrria is hoping to unlock the game making dreams of aspiring creators everywhere.
Createrria is out now as a free download for Apple devices, and will be released next year for Android.
Review By Dale Morgan at 12:17 on 25/11/2013 - 3 comments
Tags: iOS, Card game, Playdek, Fluxx, Review
In this modern age of electronics, it’s sometimes easy to forget the basic joys provided by more low-tech pursuits. Whether it’s sitting down with the rest of your family for a roast dinner on a Sunday instead of sticking something in the microwave or feeding the ducks in the local park instead of flinging grumpy avians at malevolent pigs, sometimes it can feel like we have things a little too easy these days and have lost some of the more simple pleasures in life.
One of these simple pleasures is card and board games, which have fallen by the wayside for many.
Thank God for smartphones and tablets, then. In a majestic meeting of old and new, many classic games have been enjoying a new lease of life, reincarnated in bits and bytes instead of decks and dice.
Fluxx is one of those games, developed by Playdek, who has made a name itself with quality digital versions of popular physical games.
If you’re not aware of it, Fluxx is a card game where the rules and goals continually evolve as you play, as decided by the players themselves and what cards they put down on the table. To an outsider, it can look bafflingly complex on a first look at a game in full-swing; but in reality it’s no more difficult to learn than that perennial family favourite, Uno.
Each player starts by being dealt 3 cards. At the start of your turn, you draw one card from a deck shared by all players. Cards are split into certain categories – a “Goal” card, when played, establishes the win condition for all players and is always to have a combination of two cards – called “Keepers” – in play that match the requirements. “Action” cards can be played, forcing other players to draw a card, swap their hands, remove or introduce certain cards from play, etc. You then have “Rule” cards, and it’s here where the often chaotic joy of the game lies.
Initially, there is only one rule to consider at the start of your turn – draw one card, play one card. A fresh game doesn’t even have a predetermined goal to start with – players set that themselves by playing certain cards, and it continually changes throughout the course of play. However, very soon the rules will change. That “Draw one, play one” starting rule will suddenly change to “draw four, play all except one” before changing to “draw four, but you may only have two cards in your hand at a time and now you have a choice of two different goals to aim for and can only have two Keepers in play at a time”, etc. etc. If a new rule card is played which contradicts an existing rule, the existing rule is removed from play and returned to the bottom of the deck – unless another rule or action removes it from the game entirely, of course.
With all of these rules, goals and actions being played with every turn, things can quickly take a turn for the riotously complex, until someone plays a card that junks all the rules currently in play and returns the game to its original “draw one, play one” stage. This is a game in constant motion, hence the name.
It might sound as though all of this chaos makes it impossible to play tactically and to a large degree that’s correct – the sheer unpredictability of it renders it impossible to set down and stick to long-term plans and just as you think you’re close to achieving a victory, someone else will swoop in and scupper your chances by stealing one of your Keepers or changing the goal or rules. But once you’re familiar with the game, you’ll realise that it’s precisely this unpredictability that allows you to block your opponents from winning. If you think another player is getting close to victory, change the goal. Do they have a Keeper in play that you want? Steal it. You can go from feeling like there is no hope of winning to triumphantly playing a card and taking victory in the space of a single turn and with the maximum of four players, games are brief enough that they don’t overstay their welcome and become stale.
The digital translation is very well produced. It’s incredibly faithful to the physical game. The artstyle is largely identical and while some small adjustments have been made, the deck contents are also consistent. Whichever form you learn to play in, you can carry over that experience and knowledge to the other. Graphics are fairly simple, as is to be expected from a game where the action largely consists of drawing and playing cards, but attention has been given to some subtle areas such as animation, ensuring that everything remains clear and easy to follow (essential in a game where things can escalate in complexity at the click of the fingers) and it’s all bright, colourful and well laid-out. New players are brought up to speed with the game via an excellent and simple tutorial which will ensure that you are fluent with the rules in five minutes flat.
Sound is a slightly mixed bag – individual cards have their own sound effects reflecting their contents – so a stereo will play a short blast of music, a love heart will come with a refrain from a harp – but the music, as pleasant as it is, gets repetitive incredibly fast. You’ll find yourself quickly switching off the music and then the sound effects as it all becomes over-familiar a little too quickly. A little more variety in terms of the music and effects would have been welcome.
In addition, you’ll become very familiar with the cards rather quickly. There isn’t a huge selection in the deck and within a handful of games you’ll have seen every card on offer. While this keeps the game simple and easy to learn as well as assisting in your limited tactical options, it’s disappointing that many of the additional supplemental decks available for the physical game (there are variants based on Zombies, Pirates, Sci-Fi and even Cthulhu which are all compatible with each other and can be swapped in or out as wanted) aren’t available as in-app purchases. This may change in future, but at this point the game has been available for quite a while with no additions or expansions released. It’s a little disappointing, but the basic game is fun enough that you won’t tire of it as soon as you might think.
The AI can also be a bit flaky and prone to strange moves that can seem counter-productive. Luckily, the game is blessed with both local and online play, and the ability to have multiple games in progress at the same time with definable time limits means that you shouldn’t find yourself waiting endlessly with nothing to do because another player is taking their time. Also in a nice touch, if a player drops out of the game they are instantly replaced by an AI player that picks up exactly where they left off, meaning that you shouldn’t see a game cut short simply because one player has left after throwing a tantrum at having a win stolen from them at the last moment.
At a very reasonable £1.99 on the App Store, there’s a lot of enjoyment here to be had for the price. While the presentation is simple and there are concerns with the AI, for a fun five-minute burst there is plenty to recommend - particularly if you like card and board games but don’t have the luxury of having some friends on hand to satisfy those times when you just want to indulge in the simple joys of playing something that doesn’t involve blowing things up.
Version Tested: iPad
Also available on: Other iThings
Mega Dead Pixel Review
Review By Dale Morgan at 03:14 on 22/11/2013 - 0 comments
Tags: Chillingo, About Fun Games, iOS, Android, Endless Faller
Accompanied by a thumping 8-bit dance track, I fall endlessly.
I move a bit to the left, brushing past a pixelated pair of headphones. I suddenly move to the right and that UFO blossoms from pure black to multi-coloured glory. I am rewarded with a satisfying sound effect and a ding notifies me that I’ve completed a mission. My appetite for pixels fed, I grow huge and surge downwards crashing through everything in my way, shrinking with every collision until I am miniscule; but then I pick up a pistol and shoot through any obstacles blocking my descent, until suddenly I crash into a single pixel and die.
And then I go off to buy a pirate hat for my avatar with the coins I’ve accrued during my many lives.
Welcome to Mega Dead Pixel, the latest breakout hit from mobile publisher Chillingo and developer About Fun Games. And it is glorious.
Billing itself as “The world’s first Addictive Arcade Retro Pixel Endless Faller”, the premise is actually simple and not as complicated as that mouthful of a phrase suggests. You’re a pixel that has escaped from a computer, endlessly falling through data and attempting to collect other pixels on the way, which are organised into shapes. This s accomplished either by brushing up next to them as you pass – labelled “painting” – or crashing through them, at which time your avatar will either shrink slightly, or explode if it is already a mere 1x1 size.
Every shape you brush up against or crash through has its pixel count added to your score, and this will be increased by various multipliers depending on your size, speed, whether you narrowly escaped death or have painted multiple shapes in quick succession. On the way down you will also collect "white pixels" which increase your size at the expense of increasing your velocity, or coins which act as one of the game’s virtual currencies. And after you fill up a boost bar, you will automatically grow to a massive size (celebrated with a big on-screen message) and surge down the screen, crashing through everything in your way until you’re small enough that your velocity returns to something more manageable.
Movement is a simple case of tapping left and right, and sensitivity can be altered in the in-game menu. Other options are sparse aside from volume control, but really it’s unlikely you’ll feel the need for more anyway due to the basic simplicity of the game. You won’t feel like you’re being hampered by lack of customisation.
Your pixel also comes with a hat, no doubt inspired by the baffling popularity of virtual headwear after Valve introduced the concept in Team Fortress 2. There are many of these in the game, purchased through coins which are collected throughout your endless drops, and each one provides different benefits and deficits. The Party Pooper hat makes bigger pixels spawn more often, at the expense of only getting 75% of their pixels added to your score, for example.
But hats aren’t the only thing to collect. Oh no – you can buy more shapes to place into the game, buy and upgrade power-ups, purchase worlds – each of which has a unique soundtrack – and more. All of these require those coins you collect on your falls in exponential amounts.
You even unlock wallpaper backgrounds for your device – every pixel you add to your score goes towards filling up a progress bar, similar to levelling up in an RPG. When the bar is filled, a wallpaper and title is unlocked with a fanfare. And with every bar you fill, you unlock access to other things – more hats, more shapes, more power-ups or upgrades to spend those coins on. There is an incredibly well-judged sense of constant reward here that serves to keep you coming back again and again. You’ll die and curse the empty air, then immediately hit “Play” and try again to see if you can do better or beat your friends' scores, thanks to the implementation of leaderboards.
And oh – when you do die, a little message flashes up on screen, like “AM I JUST ANOTHER DEAD PIXEL?” and “DON’T GO INTO THE WHITE PIXELLATED LIGHT”. There are so many of these that you will rarely see the same one twice.
As with many other games of this nature, there are “missions”, completed upon reaching certain milestones or performing certain actions. For example, you might be asked to collect 50 white pixels, or paint 40 headphone shapes. Each mission comes with a coin reward upon completion, and given how they’re tied so closely into different hats and shapes, there’s a simple tactical element in deciding which hat to equip for which situation, and which shape to enable or disable for your next run.
In fact, there is so much to unlock and discover in this game that I could easily fill another 1,000 words and still not cover everything. It’s a huge web of interlocking systems and mechanics.
It has to be said that to start with it can feel like the game is being a bit stingy with the amount of virtual currency you make. This is almost certainly on purpose – in-app purchases allow you to double the value of each coin, or to purchase coins or “megatokens” – used to revive yourself after death and continue your fall – for real money. But if you play tactically, aiming to complete missions (which are the best source of coins), equipping the right hats and enabling the right shapes, you will start to see the coins accrued from each run increase exponentially as you become familiar with the game. Also, the game if free to play and it’s hard to begrudge the surprisingly reasonably-priced in-app purchases for something this good. You never feel like you have to spend real money to get somewhere and you always want to have another go.
All in all, this is an excellent game - well-judged, well-balanced and well-presented. With a huge amount of charm and hightly addictive gameplay, it will see you coming back to it again and again.
Chillingo has made quite a name for itself by publishing quality titles on mobile platforms – Cut The Rope, Pixel People and Contre Jou have shown that they have an excellent eye for spotting quality mobile games that appeal to a broad audience while also providing a good amount of charm, presentation and challenge. With Mega Dead Pixel, they have another mini masterpiece to add to their portfolio.
Version Tested: iPad
Also available on: Android devices, iPhone
Price: Free to play
Shivah: Kosher Edition Review
Review By Chris Grapes at 09:34 on 21/11/2013 - 4 comments
Tags: Shivah, Wadjet Eye, Point and Click, Adventure
Oy gevalt. When Dave Gilbert announced he was remastering his first commercial release from 2006, The Shivah, I said to myself “The chutzpah of this guy. Here he is, a maven of his craft, and he wants to go back and tamper?” I don’t mean to kvetsh, but what’s a meshugener like me going to do?
Thankfully, for us goys who don’t know our schlemiels from our shmendriks, it’s one of the better examples of remastering. Gilbert has wisely avoided overly tampering with things, leaving the mechanics as they were and instead giving it a lick of new graphical paint, and it’s testament to the strength of the underlying game that the overhaul leaves it feeling like a fresh release alongside more recent adventures like Resonance and Gemini Rue.
The game itself has you playing as Rabbi Stone, thoroughly disillusioned with his faith, drowning in debt and one step away from throwing the whole lot in and closing his synagogue. It’s not exactly a conventional setup for a genre that’s usually overflowing with sci-fi or police stories, but that’s partly why it feels so fresh and strong. Even in the best games stories are usually plot before character (if it even has anything resembling a story), but Shivah: Kosher Edition is pretty deeply character driven.
Of course, one pitfall of making such a cultural and specific story is of alienation. Many goyim (that’s non-Jews) who don’t know much about Jewish culture may get confused by some of the references. But in an example of narrative-by-gameplay so clever it should be a textbook example, one of the very first puzzles in the game requires you to read through a Yiddish phrasebook for an answer to a password. It’s learning by doing, discovering the inside culture without even realising it. By the end of the game (which, granted, won’t take very long—with a walkthrough you could probably clock it in about ten to fifteen minutes, though none of the puzzles will have you hung up for very long) even the most gentile will be kosher with the shtick.
That’s not to say the game’s free of problems. The voice acting ranges from okay to horrible, and still retains the obviously-not-recorded-in-a-studio quality of the original release. There are a couple of dialogue puzzles with unpredictable game overs (though an autosave makes them less problematic), and towards the end the game takes a little bit of a crazy turn, which seems a bit at odds with the heavy character-driven nature leading up to it. Yet it also marvelously sends up Monkey Island’s Insult Swordfighting with a bout of Rabbinical Question Boxing.
Shivah: Kosher Edition, in many ways, reminds me of Evil Dead. Not that it’s full of deadites and Bruce Campbell, but that you can see the exploration and innovation inherent in the director. It’s a testbed for the gameplay trends and motifs that make their way into Gilbert’s later work (such as the superb Blackwell series), gradually getting more fleshed out and more confident with each game. Play through them chronologically (especially with the commentary tracks on) and you can almost see the development and maturation of someone who really should be a bigger name in the industry. But, then again, it’s probably more satisfying and wholly nobler to sing to your own tune, putting out games for the love of it. This is what makes Shivah: Kosher Edition so satisfying, even despite its faults. It represents a small corner of the gaming industry that remains unblemished by big business, a testament to bedroom programmers who put art before career, and end up garnering a hell of a lot more respect because of it. I think that’s well worth a few quid on its own.
Fireproof Games opens the door on The Room Two
News By Dale Morgan at 12:48 on 20/11/2013 - 1 comment
Tags: Fireproof Games, The Room Two, iOS, Android, Mobile
Following on from 2012 smash-hit The Room, FireProof Games has revealed that the sequel - unsurprisingly titled The Room Two - will be released for the iPad on 12th December, priced £2.99/ $4.99.
Android and iPhone versions will follow sllightly later in early 2014.
The Room was a big success and picked up a slew of awards and accolades including a BAFTA and Apple's "Game of The Year" award, among many others. So it was quite good then and is highly recommended.
I had the chance to spend some time with an early version of the sequel at the Eurogamer Expo earlier this year and can confirm that it's shaping up to be something quite special, continuing the high production values, excellent atmospherics and clever puzzles that the first game did so well. The Room Two is also much bigger than the original, expanding the puzzling into a number of different areas that you'll move between as you attempt to unlock its mysteries.