Rooms
- The Main Building
Release date: 06/2009
Developer: Handmade Games
Publisher: Halycon
Game language: German
Boxshots
USK: no age restriction
A review by Jehane June, 26th 2009
You get used to a lot when playing computer games strange
things keep happening to your main character, most of the time you are trying to save the
world, in short: Many games keep you on the edge and can stress you out. Not so
"Rooms: The Main Building", developed at Sung Kyun University in Seoul and
published in Germany by Halycon Media: The game promises more relaxed and still exciting
gameplay, and to top it off, the game is supposed to mix slider puzzles and adventure.
This and the fact that the game has won the first prize in the category "Student
Showcase" at 2007s Independent Game Festival is reason enough to be curious
about the game, and so I tried to find out what its all about.
Story
Well. What can I say about the games story: A young, nameless
guy receives a strange present from a stranger via mail, gets catapulted to an even
stranger world and has to find a way out of a huge building by beating puzzle level after
puzzle level. On the side, he has to find four jigsaw pieces which can help him in finding
his way home and thats basically all that is to the adventure part of the
game. The subplot revolving around the four jigsaw pieces is confined to Rooms Street and
its adjacent buildings; its quite clear that the developers tried in earnest to
generate some kind of adventure feeling here nice effort, but to no avail. The only
thing this game really is about are the slider puzzles that keep your brain going;
youd better not expect an interesting story or well-developed characters.
Even though theres practically no story as such, youll
meet some bizarre characters on the way, such as Mr Book, a talking book, butler of the
mansion and always there if you need a helping hand; also, he tends to utter a nervous
laugh now and then. Then theres a hysterical mirror that falls into a screaming fit
whenever it sees spiders and/or dust; last but not least, youll meet a talking trunk
thats sleeping most of the time and loves to eat wooden chips. I really enjoyed
these cranky characters even though they are of no real importance to the game most
of them make only a short entry, they serve a certain purpose and then disappear from the
game, never to be seen again. Its a shame, really. Those bizarre characters,
alongside with the rudimentary subplot, brought a sense of diversion to the game. However,
I must admit that even without screaming mirrors and the search for missing jigsaw parts,
"Rooms" would still have been a delightful game.
Tech Stuff, Installation, Appearance
Youll have to wait a couple of minutes before the installation
starts setup.exe is not the fastest. However, as soon as the installation has
started, it is done very quickly not a surprise, really, because the game only
takes up 200 MB on your harddrive, a fact that, in times of monster games like "The
Witcher" (13 GB taken up on the harddrive), is almost cute.
As far as tech stuff goes, theres absolutely nothing to moan
about; the game runs smoothly without crashing, without any jerks perfect. Ok, on
the other hand, what would you expect with such low system requirements...
The games cd is housed in a plain DVD box, an extensive manual
in bleak black and white - included. The manual contains bascially all the
information you need; only handling the game is explained by using tiny pictures that
would require you to use a magnifying glass. However, handling the game is so easy and
intuitive, you wont need the manual at all to explain it to you.
Handling and Inventory
Theres possibly no easier way to handle a game: You got one
cursor (a hand) that lets you pick up stuff, move rooms, manipulate things or move the
main character around. Arrows attached to the rooms indicate in which directions you can
move a room just click on them. If you can pick up an item, it will show off a nice
glowing outline when you move the cursor over it. Same with objects you can manipulate or
use, such as phones, the metro or cupboards. When in a puzzle level, items you found are
used automatically when needed (exception: cell phones for teleporting and a fishbowl for
breathing under water). When in a building adjacent to Rooms Street, you need to activate
the inventory by clicking on the main character, then select the item you want to use
a reminiscence to classical adventure games.
Space in the inventory is strictly limited you have four
slots when in an puzzle level, six slots when on Rooms Street. In puzzle levels, one slot
is taken up by Mr Book who can be summoned anytime you need help; later on, youll
find a cellphone for teleporting just click on the cellphone, then on the icon for
the destination you want to be teleported to.
On Rooms Street, the character can carry as much as six items.
Hell find these items when having concluded a number of puzzle levels (see below) or
in one of the buildings on Rooms Street. Items you cannot stuff into your inventory
because its full go into the trashcan, also on Rooms Street; you can pick them up
anytime you need them.
Some items youll have to earn: When having concluded another
puzzle level successfully, a treasure chest can be openend on the map that pops up every
time you beat another level just click on the chest and then on the item to move it
to your inventory. These items can only be used on Rooms Street resp. its buildings, not
in the mansion itself. If you want to use an item, click on the character to open the
inventory, then choose the item you want to use, then choose the option "use"
(tool icon; other icons include "close inventory" and "trashcan"),
then click on the object you want to use the item on.
The Interface
Depending on where the main character is situated and in cutscenes,
the screen will change its appearance. Durin cutscenes, the screen will be split up into
various parts where the cutscene takes place, the scene moving from section to section,
e.g. in order to zoom in on an item.
In puzzle levels, youll notice four buttons on the left: The
upper button indicates the time left for finishing the level or the room youre in
the latter youll only see when playing in "challenge mode"; also,
you can deactivate the time limit before starting the game. Below that button,
theres another button opening in-game help. Button number 3 allows you to take a
look at the background picture of the current puzzle, another means of guiding you through
the game the individual rooms form a picture when placed correctly. When you click
on button number 3, youll see immediately which rooms youve already moved to
their correct places they stay visible while the rest of them becomes invisible.
Instead, youll see a question mark surrounded by dotted lines.
Button number 4 takes you to the main menu where you can do
virtually everything except saving and loading your game the game is saved
automatically after a level has been beaten, and youll continue the game after the
last solved level. So no need to save and load at all.
On the right, youll find two more buttons; one takes you to
the map, the second one enables you to restart a level (and youll do that quite
often, believe me). In the screens center, theres a black rectangle, also
called "platform". Here, square tiles (the rooms) need to be moved about just as
you would do in a slider puzzle; the number of rooms and the size of the platform differ
from level to level.
The screen changes again whenever the character moves on to Rooms
Street either automatically after finding another item or sent there by you, the
player, via the menu. The screen then changes to a classical adventure screen in which you
can move around a bit; the same is true for the buildings on Rooms Street that the
character can enter.
Last but not least theres a map of the four mansions;
youll see at once which rooms youve already beaten, which rooms are still
locked (theyll open up once you finished all levels in all four mansions), where the
treasure chests wait to be opened and where youre currently at. Also, you can replay
cutscenes here and move back and forth between the four mansions. The mansions are
unlocked every time you find another jigsaw piece on Rooms Street.
Graphics
The game is in 2D, and lets just say that the graphics are not
quite state of the art. But you wont expect that from a game that focuses on slider
puzzles, right? Graphics in such a game serve a purpose; they dont have to look
stunning. However, I must admit I really loved the games look nevertheless
warm colours (mostly browns and gold) dominate the scenery, and in designing the rooms
resp. background pictures, the developers took great care to provide a broad variety.
Also, you cannot say that the game is completely static, quite on the contrary: When in
puzzle levels, something is always moving be it the gears surrounding the buttons;
water being pumped into another room using a hydrant; subways that enable the character to
move to another room without moving a tile, or explosions after youve blown up
another obstacle. I also liked the effect when teleporting via phone or cellphone, even
though that one was clearly stolen from "The Matrix": The main character all of
a sudden consists only of green running numbers on a black surface.
By the way: The main character is a real guy, read: an actor which,
of course, explains the smooth, natural movements. Theres not much to do for him,
however: moving to the left/the right, leave a room via the exit, climb up or down a
ladder. Here, usefulness reigns again, and you probably wont expect more from this
kind of game anyway.
Sound
"Rooms" is one of the few games featuring such an
irritating music that I had to turn it off. Each mansion features its own theme
in case of the Paris mansion, thats annoying accordions for you that get on
your nerves very, very quickly but these themes are somewhat monotonous. I could do
well without them.
The background noises were much better explosions, the noise
of moving rooms, of teleporting, of pumping water. Its quite a relief that there are
at least some noises that create something like a lively situation because theres no
talk at all (you have to read all dialogues) from time to time, youll get a
hysterical laugh from Mr Book and occasionally, the main character will utter a strange
squeal whenever he cannot or does not want to do something but thats about it. Sound
plays only a minor role in this game because this game is about something else
slider puzzles.
Slider puzzles
There are two versions of puzzles in "Rooms": slider
puzzles and "Find that item and use it somewhere else"-puzzles that are
reminiscent of classical adventures. They are, however, of such simplicity that even an
absolute beginner wont feel challenged at all, especially since theres an
in-game help and helpful Mr Book to turn to. These tasks are, therefore, not difficult at
all whereas the degree of difficulty for the dominating slider puzzles ranges from easy to
really complicated. Thats a good thing; otherwise youd get bored pretty
quickly. Because all you do during 80 levels is moving rooms about in order to help the
main character get to the exit and in order to recreate the background picture. In doing
so, youre allowed to move only the room the character is in at the moment.
Sounds easy, eh? It is well, at first glance, anyway. You
move rooms by clicking on the arrows attached to them right, left, up and below; when
playing the first levels, this is really easy and doesnt require much thinking. The
more levels you play, the more difficult things become and the more tactics and strategy
are needed. Youll receive items that will help you beat a level, such as
phones/cellphones for teleporting, subways, keys, ladders, hydrants, cupboards,
explosives, candles, clocks or the aforementioned fishbowl. Other things like wooden
or/and golden walls or mirrors are obstacles on your way out. If, for example, the
character is in a room with a mirror and you move that room, the counterpart of that room
(also with a mirror in it) will move in the opposite direction. So you see, all the time
youll have to think about what to do next, about where to move the room youre
in, about how to use the items at your disposal (a cellphone, for example, can only be
used once; rooms with a clock in it can be spun around only for a certain number of
times). It easily happens that you end up in a dead end; all you can do then is restart
the level.
Theres also a chance youll meet a game over in this
game, e.g. when you forget to seek shelter after you have lit up an explosives fuse
or when you remain in a room that you have just decided to pump full of water. Thats
the bad news. The good news is: You can restart a level as often as you like. If you want
to feel more pressure from the beginning, you can choose to play with a clock ticking
away, giving you only limited time to complete the level I decided I could well do
without that extra pressure and deactivated the clock before starting up the game.
The "challenge mode" offers a different form of
difficulty: Instead of a clock, theres a limit as to how often you can move the
rooms you wont get infinite tries on a level. Additionally, the exit is
closed and barred; it will only open once youve placed all rooms correctly. So you
need extra strategic thinking when playing in challenge mode; youll be rewarded with
an extra trophy in the end you gain trophies by performing special tasks, by the
way.
Do it yourself the level editor
If you still havent had enough of "Rooms", you can
start up the level editor and create your own "Rooms" levels. These you can
publish on the games website where you can also download levels created by other
players. Designing your own level is really easy: In the screens center, you have
the platform; you can alter its size according to your liking. On the right, you have all
items that can be put in a room as well as the rooms (top right) that you need to give a
background in order to be able to create a full background picture in the end. You add
items to a room via drag & drop; same with the character. Before uploading a level
designed by yourself, you can run a test. The level editor gives you a lot of long-term
motivation even though you can also have a lot of fun by just playing the game over and
over again.
Summary
"Rooms" is not an adventure, as far as I am concerned; the
adventure part simply isnt big and elaborate enough for that. Mixing slider puzzles
with adventure is not working entirely even though I must acknowledge the developers
effort to design a story around the slider puzzles.
Even though adventure atmosphere is not really there, this game is a
lot of fun the puzzle levels are of broad variety, various degrees of difficulty
make sure you wont get bored. The level editor provides long-term motivation
alongside the various modes of playing.
Its difficult to determine how many hours you will spend on
this game; I certainly cannot say for sure how long it took me to beat all 80 levels
because I simply got hooked on the game. And Im quite sure my skills in solving
slider puzzles have improved significantly.
If you want an entertaining yet challenging game, "Rooms"
might be perfect for you; the price is ok as well, and Im really excited to see what
Handmade Games will come up with in the future.
Rating: 79%
Adventure-Archiv rating system:
- 80% - 100% excellent game, very recommendable
- 70% - 79% good game, recommendable
- 60% - 69% satisfactory, restricted recommendable
- 50% - 59% sufficient (not very recommendable)
- 40% - 49% rather deficient (not to be recommended -
for hardcore-adventure-freaks and collectors only)
- 0% - 39% worst (don't put your fingers
on it)
Minimal System Requirements:
- Windows XP or Vista
- Pentium 4, 1 GHz or similar
- 256 MB RAM (recommended: 512 MB Ram)
- 3D-Graphics card, 64 MB
- Soundcard
- 200 MB free space on hard drive
- CD-drive
Played with:
- Windows XP Home SP 2
- Pentium IV 3 GHz
- 2 GB RAM
- Optiarc DVD RW AM-71707
- Nvidia GeForce 7300 SE/7200 GS
Copyright © jehane
for Adventure-Archiv,
June, 26th 2009
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The Main Menu

Land of Confusion: Where are we?

The map gradually fills up with jigsaw pieces

Some rooms unfortunately are flooded

Rooms Street has some tasks in store as well

This snoring chest must be awoken. The circles around the main
character are the inventory.

Cupboards can be used to swap rooms

That bitchy comment on top wasnt necessary!

The subway makes moving back and forth a lot more comfortable

A level looks a bit like this once youre done

Via map you can go to individual levels, open treasure chests and
play cutscenes

You need to find the missing pieces to this jigsaw puzzles in order to find
your way home

The levels become more complicated and challenging as
you progress

A hysterical mirror with a phobia of spiders and dust

Once youve beaten all levels in a mansion, you
can progress to the next mansion

In-game help is being gradually revealed. Otherwise you
might not have the slightest idea of what to do with a fishbowl.

When on Rooms Street, you can open the book of tasks

Trophies are activated as you progress

The Level editor
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