Synopsis: The Room: Old Sins is the latest installment in the series. In Old Sins, we are tasked with puzzling through and exploring a mysterious old dollhouse.
Who Should Play: The Room games (and this one in particular) are perfect for beginners. The puzzle box mysterious take full use of mobile devices controls, and the player is able to turn, flip, toggle, and maneuver their way through a variety of entertaining puzzles. The game feels like the natural progression from old school Hidden Object games: light on narrative and heavy on puzzle, but lacking some of the more frustrating aspects of the older genre. The tutorials lead the player along nicely, making sure that you never truly get stuck.
Made by: Fireproof Studios
Available on: Android, iOS
Play time: 3 hours
- One of the best parts of the Room games is the visceral use of movement: turning, toggling, and maneuvering feels satisfying in the game world. To what extent did this create a sense of immersion? Did you feel like your were in the room itself, getting to hold an jostle objects?
- Does the game necessitate more story backdrop, or do the puzzles stand enough on their own? Was the light levels of story distracting, or did it push you forward to make you want to solve the larger mystery?
- The player is in no way represented in the game – things just move like there are being held by ghosts. Do you prefer to see yourself represented in the game world, or does your invisibility make you not notice your presence? How do you prefer to be represented (as an avatar) in the game world (if at all).
- Old, often very Anglo-Saxon mysteries are often at the core of mystery games such as those in the Room series. Why do you think these games tend to be so culturally specific, and how might you reimagine expanding this style and genre?
- Consider the satisfaction of the process of “unlocking” – why is this a satisfying maneuver, and is uncovering the insides of what you unlock in the game as unsatisfying as the process?
- Have you ever played a Hidden Object Game? If so, how do you think the Room series built on this style and changed it? Beyond the obvious shift in mechanics, what new has come with this changing style? What are some other kinds of “mystery games?”
- How do mystery games (like The Room) compare to other kinds of mystery fiction (films, books, etc)? What is more and what is less satisfying in encountering it in game form?
General Gaming Circle Questions:
- What did and didn’t you like about the game?
- How much time did you spend playing? Did you play all at once or break up your time?
- Did you play during other activities, or dedicate time solely to playing?
- Did the game feel like a waste of time? A good use of time? Explain.
Links & Walkthroughs: