Countless gamers waiting, the mystery of the history of indoor puzzle, Fire Room Room Room made by the new make for The Room Three, the game continues before the style is still designed rich mystery gameplay mystery research.
You get on an old train with unknown destination. Ear steam roar, the scenery around evenly alternating, dark cabin suddenly gave birth to an unidentifiable sense of danger, are those "non-existing" and eyeing you? Open the diary in front of a page of review, restless, familiar "Null (empty, nothing)" one after another symbol. Immediately after the train passed the tunnel, a figure suddenly appeared in front of you. He left a strange organ box and a key and disappeared.
There is a key, a box, the most direct response is to take the key to open the box, but the whole body up and down the box there is no so-called keyhole, how to do? If you're accustomed to the world of "The Room," you probably know that when all the clues are gone, there is a useful prop for helping us see the other side of the world, the goggles. Goggles are the most important props in this series of works, it can reveal the hidden information in the scene, in this, it can even take us through the door to reach the more subtle existence.
Pulling out the goggles from the suitcase, the result is inevitable, there is a very simple jigsaw puzzles inside the box, after the box is opened, we will get a triangular body engraved with magic matrix (the most important cues in the game, Will appear many times). Then I woke up and found the place at this moment was a closed stone room, through the iron fence and skylight can be speculated that we are currently living in what looks like a medieval-style cell or basement.
Easily open the cat's eye on the stone gate (probably), a mysterious man in the next room activated a mysterious magic away, you begin to explore this place so strange, and players have to do is to uncover the mystery People and the secret of this mysterious castle. -ApKawaRd.com
From the aforementioned brief tutorials, the game and the usual routines, the classic organs, goggles puzzle part can easily lead to the resonance of the old players. Subsequent organ box design is always beautiful and delicate, especially the sand table where the palace, a large micro-castle where it stands is quite spectacular. This made a significant part of the scene to enhance the convergence of the CG part, making the overall experience of the game more complete and more artistic.
As far as the overall atmosphere is concerned, this book may be more focused on the horrors of the spirits in the rendering. Compared with the previous works, there are some scenes that have some spine and coldness, such as opening the organs suddenly emerging skulls or being hidden in the shadows Woman's face. The plot is still driven by a few letters in every new scene. The mysterious "Craftsman" keeps on urging you to leave and sparing no effort to guide you spiritually.
In all fairness, the general gameplay is not much innovation, powerful logic is not as good as a pair of good eyes to observe the importance of the game because the main color is too dark, many agencies hidden in the shadow is not easy to be found. In addition, the scope of this exploration is widening. Unlike previous studies on the function of boxes, the room has a lot of jumps and the solving time for each room is short. However, the total length of control is still very comfortable.
Overall, The Room Three is just as exciting as before. The gameplay is still subtle and playful, though not very innovative. If you like this series, feel free to go.