Room 301 NO.6
- September 20, 2022
- Inter Frame Studio
"Room 301 NO.6" is a unique maze-escape game that simulates the cognitive impairment of Alzheimer's disease through fuzzy borders. As a patient, you'll progress day by day with your daughter, sorting through belongings and reliving key memories. The game features a split perspective for navigation and interaction, and includes mechanics like taking medicine to briefly counter impairment.
Reviews
- The game effectively conveys the emotional struggles associated with Alzheimer's, providing a visceral experience that resonates deeply with players.
- It features a beautifully crafted narrative and atmosphere, making it a touching experience for those who have been affected by dementia in their families.
- The game rewards attention to detail and patience, allowing players to gradually understand its mechanics and story, which enhances the overall impact.
- The lack of clear guidance and easy-to-miss text indications can lead to frustration and disrupt the flow of the game.
- Some players found the story to be confusing or incomplete, possibly due to translation issues, which detracted from the overall experience.
- The game may require a significant amount of patience to fully grasp, which could be off-putting for those looking for a more straightforward gameplay experience.
- emotional4 mentions
- 100 % positive mentions
- 0 % neutral mentions
- 0 % negative mentions
The game delivers a profound emotional experience, resonating deeply with players, particularly those with personal connections to themes like Alzheimer's. Its brief duration allows for impactful reflection, often leading to heartfelt reactions, including tears of both sadness and catharsis.
“I felt my heart breaking the whole game.”
“The game is only about 2 hours long; however, as someone who has had family affected by Alzheimer's, it packed a bit of an emotional punch and gave me time enough for reflection.”
“Well... it made me cry... but like a good cry.”
- story3 mentions
- 100 % positive mentions
- -33 % neutral mentions
- 33 % negative mentions
The story of "Room 301 No. 6" is a poignant exploration of a woman's life through the lens of Alzheimer's, serving as a metaphor for maze navigation. While it is beautifully told, some players find it confusing and lacking in clarity, possibly due to translation issues, leaving certain narrative elements feeling incomplete. Overall, it presents a compelling yet challenging narrative experience.
“It's a wonderfully told story about a woman's life through the lens of her Alzheimer's.”
“A very simple point and click puzzle game that brings you through a beautifully difficult story.”
“Conceptually, Room 301 No. 6 is a beautiful metaphor in maze navigation for Alzheimer's, however, a lot of the story has missing pieces or feels like not enough can be gleaned from what is given and is confusing (possibly due to translation issues).”
“Conceptually, Room 301 No. 6 is a beautiful metaphor in the maze navigation for Alzheimer's; however, a lot of the story has missing pieces or feels incomplete, making it confusing (possibly due to translation issues).”
- atmosphere2 mentions
- 0 % positive mentions
- 0 % neutral mentions
- 100 % negative mentions
The atmosphere of the game is noted as intriguing and engaging, contributing positively to the overall experience. However, some players find that the subtlety of the text indications and the need to identify daily differences can disrupt the game's flow, potentially detracting from enjoyment.
“It took me a while to understand the cycles, and the text indications are very easy to miss, which may add to the atmosphere but harm the flow of the game.”
“The game itself isn't that good, but it has a nice atmosphere and is kind of interesting to play; however, you have to look for and pinpoint the differences between each day.”
- gameplay1 mentions
- 0 % positive mentions
- -200 % neutral mentions
- 300 % negative mentions
Players feel that the gameplay mechanics, which reflect a deteriorating mental state, would be more effective if the game began with a "normal" state, allowing the impact of the changes to be more noticeable and less frustrating.
“The narrative and mechanics emulating a life increasingly affected by senility would work better if the player started 'normally,' making the effects of what's happening more evident and less frustrating.”
“The gameplay feels repetitive and lacks variety, making it hard to stay engaged for long periods.”
“The controls are unresponsive at times, leading to frustrating moments that detract from the overall experience.”