It has finally arrived! The second part of The Room has finally made its way to PC. For this, I am extremely pleased, not only because it means that I don’t need to continue playing it on my phone (I loved the visuals of this game and the small screen just does not do it justice), but it also means that I can tinker with the treasure boxes in a great amount more detail.
As is true for all sequels, there have been some slight changes to the formula from those presented in the first game. The most prominent of which is that of the size and scope of each room. In the first game, each puzzle centred around a single device. You had one chest or table in front of you and that was where you worked. The Room 2 expands on this by choosing to include more objects and interactions within the room itself. Rather than centering the players attention on a single box, instead, your attention is spread across multiple contraptions around you.
This adds an interesting change of pace to the game. It moves it from being a game about opening boxes (even though you will still do a lot of that) to instead being a game about running. It turns The Room 2 into an escape room. By moving the game to this style of experience the story, which was very much an aside to the first game, can start taking a bit more of the centre stage. This extra depth makes it easy for me to continue to recommend this title.
The expansion of scope in this game compared to the first is great. You are still ferreting through every nook and cranny, hunting down that elusive button which stops your progress, but now there is a greater focus on the puzzle as a whole. How do the elements within a room interact with each other, which is the right key or lock? It is this back and forth between hunting and puzzling that keeps this title near the top of my must plays.