Over the first hour or so, The Room 3 sticks to basic puzzles that reminded me of the previous two smartphone puzzle games. At some stages, though, creator Fireproof Games splinters stuff significantly, concentrating not only on solving mystery structures, but rather on how they function and how that impacts the larger-picture problem that is this series’ bizarre, though not entirely lucid universe.
The Room 3 innovates on the difficulty of its past puzzle concept. Centerpiece puzzles, as always, take the shape of complex crates that can be opened and unpacked with the help of buttons, broken passwords, and sound logic. The process of physically manipulating the universe with a touch-screen brings a wonderful, tactile feeling to overcoming these puzzles.
The Room 3 : Confront The Eyepiece Gimmick
The previous Room games’ eyepiece gimmick – which helps you to see and control objects you can’t see – has been downplayed and updated, and it works well all around. The Room 3 emphasizes what-you-see-is-what-you-get strategies over eyepiece puzzles, allowing you to physically interact with a brainteaser rather than dependent on super-powered solutions. Having said that, the updated eyepiece in The Room 3 introduces a modern super-powered solution that I thoroughly enjoyed. Certain items necessitate a closer look within them, and this eyepiece mod helps you to reach a narrow space and see it from afar. I enjoyed turning a locking lever or a set of revolving dials from the inside to impact anything on the outside.
Rotating a Series of Spinning Dials
Despite The Room 3’s otherworldly sound and supernatural undertones, these puzzles still make sense. Pieces turn, move, and fall apart convincingly when you force and pull your path to the middle of puzzles that are always enticing you to take the next phase in the answer.
The visual input of latches, buttons, dials, and maps on a touch screen often contributes significantly to the creation of a persuasive piece of equipment. What distinguishes The Room 3 from its predecessors is its focus on bigger, more active strategies. Exploration plays an unexpected and important part in this, no longer confining a mystery to a single space (or floor of a building). A trinket found within one package can give entry to another, which contains its own mysteries.
Mysteries That Haven’t Been Answered
The Room 3 is a game that is mostly about these mysteries, so much so that it barely describes what you’re looking for. After completing The Room 3 in just around six hours, I’m still not sure whether my discovery of the Craftsman – the elusive maker of these puzzles – was worthwhile. Then again, I got one of those endings, which I’m ready to overcome when I return to this strange planet.
As I went back through big areas in The Room 3, I realized how much I’d left incomplete. Many of the set pieces work out to be new puzzles that aren’t needed to finish The Room 3. And after it was done, The Room 3 enticed me with more genius mysteries.
The Brilliant Mysteries of the Room 3
Regrettably, the glamour of the systems, rather than the wider world, with its disturbing aura and uncertain tale, is what keeps my focus here. The Room 2 pointed at something potentially intriguing but never finding its feet, and The Room 3 is similarly stubborn in staying ambiguous. It’s almost fascinating to understand that those objects are the manner they are, but I can’t recall any of the Craftsman’s poetic notes. More than anything, I’d like to deserve a better ending so that I can make sense of the perplexing, hollow ending I received in the first place.
When enjoying The Room 3, I disabled the overly defensive hint system, depending on it only when I was completely stumped as to where to take a new object or what was hidden in plain sight. When I play further after the climax, as The Room 3 disables clues, I miss it terribly – just because I’m always learning, and that challenge is one of Fireproof Games’ biggest achievements.
The Room 3 is the most creative puzzle game released by Fireproof Games to date. Solving puzzles through vast expanses is amazingly rewarding, and there are so many different topics to worry about, resources to tweak with, and structures to try that I’m always discovering them after the game’s conclusion. The ending added nothing to a possibly intriguing world, which I’m hoping would be fleshed out in the post-game mysteries I can’t wait to keep exploring.