Official Rating: Likely E10+

"The answers you seek are inside this box, along with something else. Something they said could never be built. It is the only one in existence, and it is the key to incomprehensible power.
The stakes are higher than you could possibly imagine."
The game opens in a dark room, containing a table on which reposes a mysterious safe and a note. A strange scientist, apparently your associate, who is known only as "A.S.", has entrusted you with a mysterious box, the contents of which consist of the fifth element: Null. Described as the key to incomprehensible power, it is soon evident that something else is at play. Armed with only your wits and an eyepiece (and the occasional hint), can you solve the mystery of the Room?
Good Parts:
The Room is one of the best puzzle games out there. Its problems start easy and get progressively more challenging to figure out as you go deeper into the secrets of the safe. With a slight MacGyver flair, the game holds inventory items along the way to unlock more parts of the box and discover the dark mystery behind A.S.'s experiments. The interface and realism are marvelous; you can easily forget that you're swiping and tapping and believe for moments on end that you are turning real keys, sliding real switches, and opening real drawers. It's also available on many platforms. There are lots of fascinating layers and details to the place and the puzzles. If you enjoy being creeped out of your mind, this game also fulfills that with its eerie sound design and many, many unknowns. Additionally, those who wish to continue this journey will be pleased to know that there are now three sequels, so more about the Null and its fated researchers can be known than when this game first came out.
Religion:
On the back of a photograph there is a chapter-verse reference to Rev(elation). 6:05. which serves a dual purpose of telling you what to put somewhere and alluding to the third seal of the end times, all while you are trying to undo the third seal of the box.
Violence:
None.
Sexual Content:
None.
Language:
A group is insulted as "petty fools."
Supernatural:
The whole game has the fifth element, which has been a common philosophical and alchemical postulation, play a prominent part. It is postulated as Null, "between Earth and Fire, between Water and Air," neither matter nor energy, an insidious force of uncertain and immense power, found across cultures and times. Apparently there is an order of alchemists called the Circle that you and A.S. are (or were) in some way associated with. Many glyphs, sigils, and rune-looking things are revealed, mostly through the eyepiece. Not being involved in that sort of thing, we can't tell you what they would mean in real life, but they add a certain unnerving vibe. Dark arts are mentioned. A.S. reports attempting to summon Astaroth/Ishtar(described as the prince of secrets and such, not the goddess of—if you know, you know. Still a problem, but not in that way). He also sees strange things thanks to the Null and has his house expanded by its weird Room-creating power. All in all, it's really a psychological horror game that's not too horrific.
Other:
Sometimes it does get frustrating when you look all around the box and still haven't the faintest idea what you're supposed to do next. Some things you just have to determine by trial and error. A.S. occasionally celebrated the progression of his findings with drink. You do have to pay for the game.
Summary:
This weird little puzzler is strangely enthralling. Eurogamer described it as "a perfect encapsulation of the fear and pleasure of discovery," and we couldn't agree more. Despite its dark elements and sinister conundrums, the game will fascinate and intrigue those who play it, creating as many explanatory scenarios and storylines as there are puzzles. In short, The Room is a must-play for those who enjoy puzzles, arcane mysteries, and the feeling of occasionally being haunted.
Nerd Corner:
The lens that gives the eyepiece its power is made from the Null somehow.

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