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My scariest mobile game - The Room Two

Posted by Elizabeth Eagen-Jones on October 23rd, 2018

Let's be honest - I'm a weakling when it comes to horror games. Even something mildly creepy will be plenty to give me nightmares, and I actively shy away from most titles that have "horror" in either the description or the name. So it's not really surprising that the supernatural elements in The Room series were plenty to give me a good scare, particularly one scene in The Room 2.

One thing The Room series excels at is creating a vaguely unsettling vibe throughout the various environments and puzzles within the game. As you piece together the storyline from letters and other clues left for you to find, you'll slowly start to understand the surreal plotline that underscores the puzzles you're solving.

The Room Two is Currently on Sale for $0.99

Posted by Ellis Spice on October 7th, 2014
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarstarhalfstar :: FANTASTIC PUZZLING :: Read Review »

As much as I'd like to reveal to you that The Room Two, the great logic puzzle title from Fireproof Games, is currently on sale for 66% off, I'm afraid that you'll need the spyglasses pictured below in order to see this news.

It's a shame, really. You likely would have loved to have known that we gave the game 4.5 stars in our review, and that it currently carries an 8.9 rating over on QualityIndex. But alas, you'll likely never know that this game is very much worth getting at this price, especially with The Room Three set to release next year.

The Room Two Goes on Sale for $0.99 - Buy it

Posted by Jennifer Allen on July 8th, 2014
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarstarhalfstar :: FANTASTIC PUZZLING :: Read Review »

Fantastic puzzle game, The Room Two, is currently on sale for $0.99 and, well, I don't really want to say any more than that. It's brilliant - what more do you need to know?

Richly deserving of our Editor's Choice award at the end of 2013, the game has you attempting to unlock multiple boxes in order to piece together the mystery that binds them all together. It's a deeply atmospheric puzzle game that feels remarkably tactile in nature.

It was a bargain at its regular price and it's all the sweeter at $0.99. Buy it now before the price goes back up.

This Week at 148Apps: February 10-14, 2014

Posted by Chris Kirby on February 17th, 2014

Apps Are Us


How do you know what apps are worth your time and money? Just look to the review team at 148Apps. We sort through the chaos and find the apps you're looking for. The ones we love become Editor’s Choice, standing out above the many good apps and games with something just a little bit more to offer. Take a look at what we've been up to this week, and find even more in our Reviews Archive.


Toca Lab

Toca Lab is an interesting new interactive app by Toca Boca. As the name may express, Toca Lab takes place in a laboratory setting where one has a chance to perform experiments with many of the same tools I used in eighth grade physical chemistry; such as a Bunsen burner to heat or a centrifuge to spin solutions in order to separate solids and liquids. A cooling agent to freeze mixtures is offered, as are other tools found in this laboratory. As one may expect the look of this app is quirky and inviting, with pleasing colors and sound effects that Toca Boca is known for. --Amy Solomon


Card Wars-Adventure Time

Card Wars – Adventure Time is a tale of two wildly different emotions coming from the same game. Its core game is excellent, top-notch stuff. But the free-to-play aspects that surround this $3.99 purchase do a lot of damage to an otherwise amazing title. Taking direct inspiration from the “Card Wars” episode of Adventure Time, this card battler (appropriately enough) has players building decks and taking on other characters in battles. Players play creatures and buildings with different stats and effects on one of the four lanes, each with its own environment type that affects what can be played there. Each turn, the player chooses what cards to play, what cards to floop (meaning which special abilities to activate), and then to battle to try and take out creatures and to attack blank squares to hit the other player’s HP directly. Last one standing is the Cool Guy. --Carter Dotson


Rookie

Simple to use and offering some good results, Rookie is a photo editing app that’s ideal for the average iOS photo snapper. It lacks a slight amount of ‘wow’ factor, staying pretty solid if not revolutionary, but that doesn’t stop it from being worth checking out. Laid out in an easy to understand manner, Rookie takes users each step of the way. It’s possible to take a photo from within the app or import existing shots before getting down to the fun stuff. The camera side of things isn’t that basic either, offering anti-shake, a self-timer, zoom, as well as focus and exposure controls. --Jennifer Allen


Final Fantasy VI

Arguably the finest Final Fantasy title out there (and believe me, there are plenty of arguments over which rules the roost) [Editor's Note: argument nothing, VI will always be the best!], Final Fantasy VI makes its way to iOS to remind players just how brilliant turn based RPGing really can be. Its conversion isn’t perfect but it’ll still satisfy the majority of players. Final Fantasy VI tells the story of Terra, a magic caster used by the evil Empire (is there any other kind?), who escapes with a group of rebels in order to overthrow the evil Kefka. It’s more complicated than that of course, easily proving to be one of the more gripping stories from the franchise. It’s also significantly large enough that the slightly imposing $16 asking price feels like a bargain by the end. --Jennifer Allen


Clear Vision 3

Welcoming back the world’s baddest stickman sniper, Clear Vision 3 feels more ‘fleshed out’ than its predecessors with the addition of a shooting range and a variety of part-time jobs. This legal work ranges from plumbing, to dishwashing, to being a janitor. Though the jobs are an entertaining way to earn extra cash the animations won’t warrant a second watch for most, so it’s probably better to just shoot someone in the face for money instead. In that area, little has changed in Clear Vision 3, and it’s just as fun as ever. Players have to shoot their target by moving the scope into position and firing a single shot, while taking wind power and distance into account. As usual, some ‘hits’ require players to think outside of the box, depending on the client’s specific request. There is, however, the option to upgrade weapons this time around, using in-game currency to reduce the detrimental effects of the natural variables. The interface is as slick as expected, though I did occasionally notice a slight stutter of the crosshair after I removed my finger from the screen. --Lee Hamlet


Dungeon Highway

Sometimes creativity is more than just coming up with new ideas. Dungeon Highway‘s gameplay, atmosphere, and even its artwork are (legally) taken from other sources. However, the resulting combination feels more interesting and original than expected. Dungeon Highway is basically a vertical shoot ‘em up like Xevious but played from the perspective of a behind the back endless runner like Sonic Dash. As a lone explorer forever runs forward into an infinite dungeon tunnel, the player’s job is to tilt him out of the way of obstacles and have him blast foes into bloody bits by tapping the screen. Adding to the retro shooter vibe is the steep challenge, especially on hardcore mode or in the daily challenge. It’s a game about testing twitch reflexes and gunning for the high score. There are also numerous power-ups to help make this task easier; like a growth potion that lets players sustain one more hit, a potion that slows down time for easier moving and shooting, and various weapons that change the size or shape of the player’s fire blast. --Jordan Minor


Other 148Apps Network Sites

If you are looking for the best reviews of Android apps, just head right over to AndroidRundown. Here are just some of the reviews served up this week:


AndroidRundown

Tiki Monkeys

In Tiki Monkeys, thieving monkeys have to be set straight, and it isn’t the easiest task. It is a colorful exhibition, and it is easy to enjoy the gameplay which is rendered in top-down perspective. The characterizations are simple, and the animations are quite avid when it counts. The jungle motif is well represented in the green foliage, and the developer seemingly ignores overly extraneous visual distractions, which seems to feel right in this iteration. --Tre Lawrence


Motoheroz

Motoheroz has made its way to Android. The gameplay comes in two generalized versions: One Shot, which exists to perpetuate leaderboard bragging rights, and Career, that highlights prowess over extended levels. In the latter version, finishing a level with a star (more on this later) opens up future levels. There are eleven environments (with another “coming soon”) and each environment is broken down into said levels. Social network sign-up is necessary to take part in the One Shot series. --Tre Lawrence


Nutty Fluffies Rollercoaster

Everyone has a “driving” bucket list. Think about it: haven’t you ever wanted to captain a shrimp boat? What about a tank? The toddler choo-choo train at the mall? You know you do. Well, it’s time to add and strike rollercoaster conductor to/from the list. This is what Nutty Fluffies Rollercoaster from Ubisoft can do for you. It’s an inviting game with a large heart, the latter point underscored in the engaging artwork. It’s a fun, cheerful romp, with smooth animations and subtle use of perspective. --Tre Lawrence


And finally, this week the guys at Pocket Gamer marked the passing of Flappy Bird by reviewing its clones, chatted to Peter Molyneux about the microtransactions in his upcoming Godus, talked to Shenandoah Studio's David Denham, and picked the best iOS and Android games of the week (including R-Type II, Dungelot 2, and The Room 2). Read more right here.

This Week at 148Apps: December 9-13, 2013

Posted by Chris Kirby on December 14th, 2013

Apps For The Holidays


The holidays are upon us! How do you know what apps are worth your time and money? Just look to the review team at 148Apps. We sort through the chaos and find the apps you're looking for. The ones we love become Editor’s Choice, standing out above the many good apps and games with something just a little bit more to offer. Take a look at what we've been up to this week, and find even more in our Reviews Archive.


Seagate Wireless Plus 1T Wireless Hard Drive

We’ve previously looked at the Sandisk Connect Wireless Drives. Wireless storage is something that many companies are trying out. Seagate takes things to an extreme; giving us a one terabyte drive capable of holding 500 HD movies, then making it portable and wireless. The drive comes with wireless N, which allows much quicker transfer, and also includes a USB 3 connection for the fastest transfer of data when not in wireless mode. In testing, moving media to the drive in wireless mode was nice and speedy. Regular USB was rapid as well, although I could not test out the USB 3. With the terabyte of space, it stored everything I threw at it. --Jeff Scott


Band Stars

Limber up those fingers and start humming vocal exercises, because developers Halfbrick and Six Foot Kid are ready to help indulge everyone’s inner rock and roll superstar. Their newest release, Band Stars, puts players in control of a budding ensemble on the verge of breaking it big. Can this new music management title strike a chord with its audience, or will it simply get lost in the roar of the crowd? Step aside Game Dev Story fans, because there is a new management game in town. This time around, instead of trying to produce fictional games the product is melody. Each band consists of a collection of characters who have different skills that help contribute to the song sculpting experience. Tunes are produced in three stages: writing, recording, and mixing. One musician with high lyrical and creative abilities is assigned to writing a base track while the entire group performs it and a single member polishes the final mix. There is even an option to highlight solos in each performance, just to give the future smash hit a little bit more juice. --Blake Grundman


The Room Two

A year after the runaway success of the original The Room, we find ourselves with a new set of puzzles in the appropriately titled The Room Two. Can it stand up to the exceptional quality of the original, though? Well, yes. It does exactly that. It’s required that I write more than that of course, but fans of the original should stop here and immediately start downloading The Room Two. It’s everything one could hope for from a good sequel; building upon what worked so well for the original. --Jennifer Allen


Olloclip 3-in-1 Macro Lens for iPhone 5

I’m a huge Olloclip fan. I have been so since their first model for the iPhone 4. As an amateur photographer for many years, I’ve gone from film to digital very early on, to a killer DSLR, and now to almost exclusively the iPhone 5. In that time I’ve lost a little bit of the options for creativity on the hardware side, but slowly they are coming back. This latest 3-in-1 Macro lens set really plays to my interests. I love taking creative macro photos, and this lens set will be a great addition to my camera bag. Like the other Olloclip lens sets, this one has three different lenses; all of them macro on this edition. A 7x, 14x, and 21x lens allow varying levels of magnification on the subject. The Olloclip macro set also includes light diffraction hoods for the lenses. This allows the camera to be placed right on the subject but still allow light in. --Jeff Scott


Angry Birds Go!

The latest in the series of games from Finland-based studio Rovio Mobile that took the world by storm with its creation of the Angry Birds franchise, Angry Birds Go! arrives as a casual racer that still has that unmistakable Rovio touch. Starting out, players can choose to jump right into the race or visit “Toons.tv” – Rovio’s animation service that aims to bring the Angry Birds characters to life in a 52-episode marathon. Jumping in will see one go through a short tutorial consisting of a single solo race, and later having those pesky pigs join in for the ride. --Arron Hirst


The Wolf Among Us

The Wolf Among Us is the latest title from Telltale Games, bringing a story of fairytale fables who live in secret within the real world. This is a five-episode series based on a mature graphic novel series known as Fables. Players take the role of Sheriff Bigby Wolf, previously known as the big bad wolf – a character that is feared and disliked by many. The mood is set early on as players venture into an altercation with another Fable. The decisions made affect the entire story and outcome, so each decision comes with consequences. The story is very intriguing and pulled me in at a hundred percent. It’s a story that turns players into a detective as they try to discover the mystery behind a murder. It definitely takes a dark turn into this world of fairytale characters, and that’s one of the factors that makes discovering what happens next so intriguing. --Andrew Stevens


Other 148Apps Network Sites

If you are looking for the best reviews of Android apps, just head right over to AndroidRundown. Here are just some of the reviews served up this week:


AndroidRundown

Any.DO Cal

Any.DO is the development house behind one of the most respected task utilities on Android, and its Android calendar app, Cal, is definitely one that needs to be looked at. Forgive the slobber; this app is gorgeous. It comes in with bright colors, pictures and live animations to complement the default white look of the calendar information. the app automatically pulled information from my selected calendars, and presents them in a slick day-in-week view that can be pulled down to expose a monthly date look. Swiping to the left gives the previous day, while the right predictably brings the next day up, and so and so forth; months can similarly be manipulated in the cal1month view. Events on the calendar are ever so gently color-coded. --Tre Lawrence


Tower Madness

Tower Madness is a tower defence game that looks like a lot of things at the same time. Of course, it’s not exactly easy to stand out from as numerous crowd as tower defence, and it’s not like Tower Madness isn’t trying, but I still found myself drawing parallels to other similar games, and especially Fieldrunners, quite a bit. The story is laconic and ridiculous. Aliens need your sheep, all eight of them, and you need to stop them. The stopping power includes about a dozen different kinds of defences, all of which can be upgraded, and should probably be a lot more interesting to aliens in the first place. The aliens come in waves, being delivered by UFOs, and heading straight to the sheep’s pen, with their walking routes being marked by arrows. When the player places a tower in their way, the aliens find a new path, around it. Thus, playing with tower positions, the player eventually creates a corridor of death that can eradicate even the most resilient of otherworldly scum. --Tony Kuzmin


Aztec Antics

Aztec Antics is an interesting platform-based thriller from Bouncing Ball Games that celebrates the golden days when arcade games ruled the roost. It had a decidedly retro look, with an eye-pleasing array of 2D pixelated graphics making up most the background. The characters are itty bitty things, full of vigor and hungry to move. Blocks form platforms and naturescapes set against a soft background denoting jungle and temples. --Tre Lawrence

And finally, this week Pocket Gamer reviewed The Room Two, GTA: San Andreas, and Angry Birds Go!, picked out the top smartphones you can buy right now, went hands-on with Trials Frontier, and started its complete walkthrough to The Room Two. All that, and loads more, at the Pocket Gamer Week in Review.

The Room Two: Barry Meade of Fireproof Games on Why You Should Be Excited

Posted by Jennifer Allen on December 5th, 2013
iPad App - Designed for iPad
Our rating: starstarstarstarhalfstar :: EERILY DELIGHTFUL :: Read Review »

Arguably the most anticipated puzzle game of the year thanks to the runaway success of its predecessor, The Room Two is set for release on December 12. In the buildup to this very exciting time, I had the chance to go hands-on with the game to see exactly what's to come next week.

Only having had the chance to play the early stages of the game and not wishing to spoil too much, The Room Two is immediately enticing. There's an easy-to-follow tutorial for those who haven't yet enjoyed the original (and if so, why not? There's still plenty of time to lose one's self to it!), and a gentle introduction to what to expect. As before, puzzles are set to be as tactile as they are logical with a layering of conundrums to keep players busy. The eerie music continues to add plenty of tension to what's going on. This time there's set to be a wider variety of rooms to tackle too, which should prove quite enthralling.

The Room Two is set to be the kind of experience where it's best to go in cold, but it's looking pretty positive so far. We'll be sure to bring you a full review next week. For now, we've shared a few words with Barry Meade, commercial director at Fireproof Studios, about how development has gone and just how the success of The Room helped pave the way.

148Apps: The first game was commercially and critically very successful. Have you found this adding to the pressure to get the second game right?
Barry Meade (BM): Not really, we're honestly just delighted to get the chance to work on our own games full stop. Having said that I think we'd all be disappointed if the second game doesn't do better than the first as we've put a lot more work into it this time around. But we do honestly feel that if The Room Two is good enough and deserves to do well, it will do well, and that if it fails its because we failed. And so, if the game's fate is in our hands alone then there's no point in worrying unduly about outside pressures or expectations. We'll do the best we can and see how that flies with our audience.

148Apps: How has that success helped with the development of the sequel?
BM: Hugely. Whereas The Room had only 1 programmer and 1 or 2 artists on it at one time, The Room Two has had up to 4 programmers and 8-10 artists on it during the course of development. We made The Room Two in the time frame that the design required rather than hurried because we needed to make money by X date or whatever, and we were only able to decide that because of The Room's success. But frankly we can't think of any better way to spend the money we earn than to reinvest it in our creative process. For us financial success means freedom - freedom to do what we think is necessary to make the best version of the game we want to make - not to have to work for or make decisions for somebody else's benefit.

For instance if we had to work with a publisher, The Room would never have been created at all - it's a rare publisher that wants to push things forward for gamers and they generally look down on games and developers who do that. No, we needed to listen to ourselves for The Room to happen and thankfully that's what we did, and put our own savings on the line to do it. Now that it has paid off for us, we're even less likely to listen to others. We're in an ideal creative place but we're very aware that this position depends on us genuinely making novel, new, interesting games that deserve audience attention. I hope we live up to it.

148Apps: How will The Room Two be different from its predecessor?
BM: We were all very happy with how The Room turned out as our first game, though the very limited money we had to spend on its development made the game smaller than it deserved to be. So this time around we wanted to give the concept what it deserved in terms of development time, resources, manpower etc. to see where we could take it. In almost every way The Room Two is a more fully-featured game than the first one - taking what worked and building on it, making it deeper, larger and even a bit more complicated. The environments are a lot more interesting, the objects more intricate and interactive.

So it was a harder project to make this time, it had more moving parts, testing it was a bit more fraught etc. but we knew all that going into it - we just wanted to make it bigger and better across the board. Fireproof may never be a flashy AAA developer but as long as we are working on something we are going to make the best damn version of it that we possibly can. It was that attitude which helped us make The Room in the first place and this time is no different. We think its better in every way than the first, let's hope the audience agrees.

148Apps: After the success of the original, was there the temptation to simplify the game to appeal to a more casual market?
BM: Nah. We're amazingly happy with the audience we have, we have no interest in trying to squeeze squillion$ of dollars from The Room. It would be great to pick up more users with The Room Two as we've worked hard to make it as good to play and value-for-money as possible. But for us its very important to make our work with our own sensibilities at the forefront and not to worry too much about what others expect or think. Our audience bought into the love we put in the first game and if we want to please anyone else then it's those who enjoyed the first game. They will be our toughest critics and rightly so.

As gamers we've always believed that if we pleased our own sensibilities and standards first, others will pick up on the care and attention we put into it, whereas if we obviously attempt to chase what other people want or expect, the audience will see through it, smell the desperation and move onto something more honest and interesting. As in a lot of things in life, chasing something indirectly is often the way to catch it, so concentrating on our own wishes for the game and by extension our current audience seems the most reliable and sensible way to attract brand new users into the game.

148Apps: Many players wished they had more time with The Room, will its sequel be longer?
BM: Yes, quite a bit longer. A lot of people who played The Room thought it was a bit short but well worth the money they paid, in fact the user ratings are amazingly high for it so we're hoping that adding a bit of length and depth will keep them just as pleased and perhaps tickle them even more. The curious thing about puzzle games is how mistaken everybody can be about other players experiences. Some player who is a freak for puzzle games generally will play the game and complete it in 1.5 hours and will be convinced the game is actually short. But for every one of those Ninja players we know there's 5-10 other players who took 3-5 hours to play it, and they have a very different view on the length - any longer and they would feel overwhelmed.

Puzzle games are very different to other games in that sense - the experience they give players depends very much on the personality and brain of those who are playing it. It's this engagement of the brain that makes them so beloved I think - people's own imagination takes a very active part in the playing. It might explain all the love the game gets - we're not the biggest selling game by any stretch but people who have played it really really love the game. We are super thankful for that, I can tell you it makes us sleep well at night knowing it.


Many thanks to Barry for taking the time to answer our questions.

Set for release December 12, we'll have a full review of The Room 2 that day. In the meantime, why not get reacquainted with The Room?