Benutzer:Tobiasi0/The Room (2012)
The Room ist ein Gedulds-Videospiel, das von Fireproof Games entwickelt und veröffentlicht wurde und zur The Room-Reihe gehört. Das Spiel wurde ursprünglich für iOS entwickelt und im September 2012 veröffentlicht. Die Android-Version debütierte im März 2013 als Teil eines Humble Bundles und wurde anschließend bei Google Play veröffentlicht. Eine kostenlose Erweiterung für den Titel wurde im August 2013 veröffentlicht. Eine verbesserte Version des Spiels wurde im Juli 2014 für Microsoft Windows und im Oktober 2018 für die Nintendo Switch veröffentlicht.
Zur Zeit der Entwicklung von The Room hatte Firehouse Kunst-Assets für andere Publisher zur Verfügung gestellt, und The Room spiegelt den ersten Versuch des Studios wider, ein eigenes Spiel zu entwickeln, jedoch mit begrenzten Finanzen, konzentriert auf einen mobilen Titel mit dem Ziel, die einzigartigen Schnittstellenaspekte der Plattform zu nutzen. The Room präsentiert dem Spieler eine Reihe seltsamer Puzzleboxen, die eine Reihe von physikalischen Mechanismen aufweisen. Der Spieler muss herausfinden, wie er jedes einzelne öffnen kann – normalerweise durch Aufheben einer Reihe von Schlössern, um auf eine andere Rätselbox darin zuzugreifen. Das Spiel verwendet eine Vielzahl von Bewegungen, die durch Touchscreens von Mobilgeräten gesteuert werden, um Aktionen im wirklichen Leben zu simulieren, wie z. B. das Umsehen des Spielers, Drehen von Schlüsseln und Umlegen von Schaltern. Die Handlung des Spiels dreht sich um eine namenslose Person, die in der Forschung nach einem „Nullelement“ involviert ist.
The Room wurde positiv aufgenommen und die iOS-Version mehrfach ausgezeichnet. Das Spiel wurde mehr als 6,5 Millionen Mal verkauft. Fireproof Games hat seitdem vier Fortsetzungen von The Room mit einem Gesamtumsatz von 11,5 Millionen bis 2016 veröffentlicht.
Gameplay
[Bearbeiten | Quelltext bearbeiten]The Room is a three-dimensional puzzle game. The game has a minimal story, in which the player is told by letters of a mysterious box in a room in a house; as the player solves the puzzles around the box, more notes from the same author – one who previously had solved the mystery of the box – are found, describing the box's use of an ethereal material called "Null", as well as showing the author slowly descending into madness.
On starting the game, the player is presented with the first of four puzzle boxes. The first box is offered as a tutorial to the game's controls, which demonstrate how to move around the box and interact with features of the box. The player has a small inventory for items like keys found in compartments in the box. A key inventory element is a special lens that, in-game, allows the player to see things made from the Null element that compose parts of the box. The lens can generally be equipped at any time to see these secrets, often requiring the player to manipulate the view to align secrets into a coherent symbol. The goal is to fully unlock each puzzle box, extracting a smaller but increasingly complex box within it.
Development
[Bearbeiten | Quelltext bearbeiten]Fireproof Games is a British development firm born out from six developers that had been working at Criterion Games on the Burnout racing series; together they decided to quit to form their own small team to provide outsourceable artwork to other developers. Their work was included in both LittleBigPlanet games, DJ Hero, and other racing titles like Split/Second and Blur.[1] They desired to get into developing their own game around 2012, but at that time, they found the costs of developing for a console or personal computer title were too high, and opted to go into mobile gaming which was cheaper to develop for; they also recognized that many mobile games developed by teams with experience in consoles and computers did not make great mobile games, often simply porting or cloning existing titles, and set out to prove that it was possible to make a good mobile game, something that "fit for this piece of hardware, for this audience", according to Fireproof Games cofounder Barry Meade.[2] With The Room, the goal was "to make the best iOS game we could, not just try to make a big console game for iOS", according to Meade.[1] They wanted to emphasise the use of the touchscreen of mobile devices in its own unique way, similar to the success of Cut the Rope and Angry Birds. At the same time, they wanted to create a game that would be immersive for the player, and had devised the appropriate touch controls to provide tactile responses that worked alongside their art and music assets to help towards this.[1]
Fireproof hired a programmer in January 2012 to create their own title, The Room; during its development, the game only took two of Fireproof's team, the rest of the company continuing to work on other outsourcing jobs.[1] The game was developed in the Unity game engine, mostly due to its very low costs, a financial limitation Fireproof had at the time.[2] Total development costs for the initial iPad version were estimated to be Vorlage:GBP.[3] They early on hit on the idea of Asian puzzle boxes, which may have had hundreds of steps to be performed to open while having a degree of art and beauty in their creation.[2] Meade compared this to an early successful mobile title, Zen Bound, which, while it was a simple game without any challenge, "was really pleasant and beautiful to look at", according to Meade.[2] Initially planning on calling the game Puzzle Box, they crafted a playable demonstration within a few weeks of the idea, and then built out from there.[2] To achieve the tactile nature they wanted for the game, they made sure to include a physics engine so that all the moving parts of each puzzle had some type of weight, as Meade felt that simulated physical responses to direct touchscreen controls, "you've automatically wiped out this massive barrier to entry that people have", in contrast to using a game pad or controller.[2]
The game was initially created for Apple's iPad (compatible with iPad 2 upwards) and released in September 2012.[1] Fireproof also ported the game to work on the Apple iPhone 4s and newer models; however, at the time of its release, there was no way to indicate to users of the Apple App Store that the game would not work on the iPhone 4. For this reason, they created a free-to-play version, The Room Pocket on 3 December 2012, which included the first puzzle of The Room and the option to buy the rest of the game so that they would not draw ire of iPhone 4 users.[1][2] Meade said that as of 2018 The Room Pocket had more sales than The Room.[2]
An Android version of The Room was created for mobile devices as part of the Humble Mobile Bundle which was released on 26 March 2013.[4] A free expansion to The Room was released in August 2013 which updated the game with a new level and links the end of the first game to the sequel.[5] Fireproof developed a Microsoft Windows version that was released on 28 July 2014, providing support for mouse controls.[6] The Windows version was only planned once they had found the game successful on mobile, and it had to be rebuilt from the ground up, requiring a larger team, about half of their 14-person staff at the time, with a risk of how popular this version would be.[7]
A version of The Room was released for the Nintendo Switch on 18 October 2018 with publishing support of Team17, making its console debut. The game supports the same touchscreen controls from the mobile game, but uses the Switch's Joy-Con for playing the game in television mode. The Switch version includes improved graphics and the original game's DLC.[8][9][10]
Reception
[Bearbeiten | Quelltext bearbeiten]The Room was met with "generally favorable reviews" for the iOS and Nintendo Switch, and "mixed or average" for PC, according to Metacritic.[11][12]
Sales
[Bearbeiten | Quelltext bearbeiten]Fireproof Games broke even on the first week of release for the iPad version, allowing them to plan for the expansions and sequels, and to start to consider other projects. As of March 2013, The Room on iPad has sold over 1.4 million copies and near its initial release, ranked as one of the top-selling games on several iOS lists.[1] The free pocket version has been downloaded over 2.4 million times.Vorlage:Citation needed By October 2016, The Room has sold more than 6.5 million units, and collectively, the three games in the series have sold more than 11.5 million copies.[3][13]
Awards
[Bearbeiten | Quelltext bearbeiten]Upon its release The Room was featured as Apple's Editors choice across the world, going on to receive the coveted "Apple iPad Game of the Year 2012" and the BAFTA for best British video game. It won the following awards:
Date | Award | Category | Ref. |
---|---|---|---|
2012 | Apple Inc | iPad Game of the Year | [14] |
BAFTA | Best British Game | [15] | |
Game Developers Choice Awards | Best Handheld/Mobile Game | [16] | |
The International Mobile Game Awards | Excellence in Visuals | [17] | |
TIGA | Best Game Design | [18] | |
New York Video Game Critics Circle Awards | Best Mobile/iOS Game | [19] | |
JayisGames.com | Best Mobile Puzzle Game | [20] | |
Gamezebo | Best iPad Game | [21] | |
Cnet Aus | Best Mobile Game | [22] |
Sequels
[Bearbeiten | Quelltext bearbeiten]The Room was followed by several sequels: The Room Two, was released on iTunes on December 12, 2013 and on Steam.[23][24][25]
In 2014, Fireproof Games announced a third title, The Room Three which was released for mobile platforms in November 2015 and on Steam.[26][27]
A third sequel, The Room: Old Sins, was released on January 25, 2018.[28] It was released on Steam on February 11, 2021.[29]
A spin-off title, The Room VR: A Dark Matter was released exclusively for VR platforms on March 26, 2020.[30]
Weblinks
[Bearbeiten | Quelltext bearbeiten]Einzelnachweise
[Bearbeiten | Quelltext bearbeiten]- ↑ a b c d e f g Stuart Dredge: Apple award sends iPad game The Room soaring past 1m sales. In: The Guardian. 23. Januar 2013, abgerufen am 5. April 2012.
- ↑ a b c d e f g h Jennifer Allen: How The Room devs succeeded on mobile, 'the only option left to us'. In: Gamasutra. 29. Januar 2018, abgerufen am 29. Januar 2018.
- ↑ a b Alex Wawro: Fire(proof) Sales: The Room games surpass 11.5M copies sold. In: Gamasutra. 21. Oktober 2016, abgerufen am 21. Oktober 2016.
- ↑ Michelle Star: The Room debuts on Android with Humble Bundle. CNET, 27. März 2013, abgerufen am 5. April 2013.
- ↑ Nicholson, Brad: 'The Room' receiving an epilogue in upcoming free update, toucharcade.com, 16 August 2013. Abgerufen im 11 September 2013
- ↑ Justin McElroy: The Room, with enhanced decor, coming to PC next week. Polygon, 23. Juli 2014, abgerufen am 23. Juli 2014.
- ↑ John Walker: Interview: Fireproof Games On The Room, And The Journey From Mobile To PC. In: Rock Paper Shotgun. 5. Juli 2016, abgerufen am 29. Januar 2018.
- ↑ Brilliant mystery box puzzler The Room makes its console debut on Switch this month. In: Eurogamer. 4. Oktober 2018, abgerufen am 4. Oktober 2018.
- ↑ Gavin Lane: The Room Review. In: Nintendo Life. 18. Oktober 2018, abgerufen am 24. Oktober 2018.
- ↑ Ryan Craddock: Feature: Fireproof Games On Why Award-Winning Puzzler The Room Is Perfect For Switch. In: Nintendo Life. 4. Oktober 2018, abgerufen am 25. Oktober 2018.
- ↑ The Room for iPhone/iPad Reviews. In: Metacritic. CBS Interactive, abgerufen am 3. Juli 2018.
- ↑ The Room (2012) for PC Reviews. In: Metacritic. CBS Interactive, abgerufen am 3. Juli 2018.
- ↑ Mike Futter: Fireproof Games' The Room Series Sells 5.4 Million In 14 Months. In: Game Informer. Abgerufen am 6. März 2014.
- ↑ iPad Game of the Year 2012
- ↑ Best British Game 2012
- ↑ Best Handheld/Mobile Game 2012
- ↑ Excellence in Visuals web.archive.org ( vom 29. April 2014 im Internet Archive)Fehler bei Vorlage * Parametername unbekannt (Vorlage:Webarchiv): "date" Fehler bei Vorlage:Webarchiv: enWP-Wert im Parameter 'url'.
- ↑ Best Game Design 2012 web.archive.org ( vom 19. März 2013 im Internet Archive)Fehler bei Vorlage * Parametername unbekannt (Vorlage:Webarchiv): "date" Fehler bei Vorlage:Webarchiv: enWP-Wert im Parameter 'url'.
- ↑ The A Train Awards for Best Mobile Game
- ↑ Best Puzzle Game 2012
- ↑ Best iPad Game of 2012
- ↑ Best Mobile game of 2012
- ↑ James Gilmour: Fireproof Games announces update and sequel to Apple's iPad GOTY The Room. Pocket Gamer, 5. April 2013, abgerufen am 5. April 2013.
- ↑ Mike Futter: The Sequel To Fireproof Games' The Room Arrives In December. In: Game Informer. 19. November 2013, abgerufen am 19. November 2013.
- ↑ The Room 2 Launching on iPad December 12. IGN, 20. November 2013, abgerufen am 9. Dezember 2013.
- ↑ A teaser image for The Room Three. Fireproof Games, 3. September 2014, abgerufen am 3. September 2014.
- ↑ Stephan Totilo: Nine Minutes Of The Room 3, An Excellent New Puzzle Game That's Best Unspoiled. In: Kotaku. 5. November 2015, abgerufen am 5. November 2015.
- ↑ Matt Wales: Brilliantly spooky puzzle box series The Room is back with Old Sins, and out now on iOS. In: Eurogamer. 26. Januar 2018, abgerufen am 26. Januar 2018.
- ↑ The Room 4: Old Sins on Steam. Abgerufen am 17. Februar 2021.
- ↑ The Room VR: A Dark Matter. In: www.fireproofgames.com. FireproofGames, abgerufen am 31. März 2020.