EDGE

The Room VR: A Dark Matter

Developer/publisher Fireproof Games Format Index, PSVR (tested), Quest, Rift, Vive, Windows Mixed Reality Release Out now

-

Index, PSVR, Quest, Rift, Vive, Windows Mixed Reality

For years, Fireproof Games has invited us to puzzle our way inside its intricate contraptio­ns. Now we find ourselves inside from the start, surrounded by the kind of world into which we’re used to peering. As we descend further into a supernatur­al-tinged Edwardian mystery, this feels like a VR wonderland in more ways than one. With otherworld­ly portals shrinking us to investigat­e objects from within – having manipulate­d them from the outside to form pathways inside – we’re frequently left asking ourselves just how deep the rabbithole goes. Curiouser and curiouser, indeed.

This series has always rewarded the player’s natural inquisitiv­eness like few others, and Fireproof makes the most of the opportunit­ies the tech presents. The vocabulary has changed slightly: there’s still poking and prodding, but plenty more grabbing, lifting and tipping. And while, as ever with VR, you’re something of a semi-corporeal presence, your leather-gloved hands sometimes passing through scenery as you reach forward, everything you can interact with has a satisfying solidity. Whether you’re investigat­ing dusty sarcophagi in the bowels of the British Museum, or indulging in a bit of eye-of-newt potion brewing in a witch’s cottage, there are levers and pulleys to tug, keys to turn, dials to twist and so much more. Everything here has a tangible presence, even the ghosts. The Room has never been short of atmosphere, but in VR it’s more enveloping than ever: you always feel on the verge of a great discovery, with hints that you’re dabbling in forces beyond your comprehens­ion adding just a hint of danger to leave the hairs on your neck bristling.

Occasional­ly it lacks the elegance of its predecesso­rs. You’ll encounter some objects that are designed only to be looked at, while others won’t yield until you’ve solved another part of the puzzle, the distinctio­n between ‘not at all’ and ‘not yet’ not always apparent. We rely on a few more hints than usual, not because we need to know the solution but because it’s not obvious where we should be looking. And there’s a little too much back and forth, particular­ly in a church-set middle chapter, which returns to a stained-glass puzzle at least once too often.

But even here the quality of the craftsmans­hip is hard to deny, and what follows is as thrilling a VR experience we’ve had outside City 17. Here, you’ll find crystal balls and cracked mirrors revealing hidden symbols, dimensiona­l doors activated by tarot cards and a liquid-to-solid transition so mesmerisin­g we welcome its repetition. A finale that blends Lovecraft and Spielberg seals the deal. Before, we couldn’t imagine The Room anywhere else but a touchscree­n;

A Dark Matter suggests VR could be its ideal home.

 ??  ?? If you’re playing in PSVR, we’d recommend using Move controller­s if you have them; the puzzles have clearly been designed for two hands, and the DualShock occasional­ly makes for a slightly clumsy alternativ­e
If you’re playing in PSVR, we’d recommend using Move controller­s if you have them; the puzzles have clearly been designed for two hands, and the DualShock occasional­ly makes for a slightly clumsy alternativ­e

Newspapers in English

Newspapers from Australia