Following its release at the end of 2013 The Room 2 created by Fireproof Games has been awarded critical acclaim by reviewers all over the world, from national newspapers, to specialist gaming magazines and websites as well as being included in Apple’s Best of 2013. The audio created and directed by Chris, Audio Director and composer on the game has also been singled out in many reviews.
“The audio design reinforces this feeling beautifully, with small touches like the sounds of wood clacking, metal latches springing, and the clockwork mechanisms shifting inside as puzzles shift to form and reveal new ones.” – IGN
“You’ll convince yourself it’s your imagination, yet the unsettling ambiance prompted by the exceptional environment and audio design is enough to cause a degree of doubt.” – Edge
“always with the exact perfect sounds for the movements as they happen. This is a game of incredible polish, and that’s never clearer than when it unlocks itself beneath your fingers. The sound and graphical design are wonderfully suspenseful when they aren’t all going “crunch” for your pleasure. Darkly lit environments shot through with splashes of light; the creaking of timbers and the whispering of ghosts unseen.” – The Guardian
“The music throughout the game does just enough to let you know you’re in some sort of dire situation, but it never becomes the center of attention. Every click, clack, bang, crash, and mechanical grind is perfect.” – Touch Arcade
“The sound work, as before, is entirely excellent. Everything in the game world sounds exactly as it should, except for the ambiance of the world itself, which sounds exactly as it should not.” – Hardcore Gamer
“Part of the lasting appeal comes from The Room Two’s eerie ambiance. Its haunting audio makes you feel like you are not alone in your isolation; I was constantly spinning around the room looking for a ghost or some other unspeakable horror. Don’t listen to anything else while playing; the eerie ambient effects draw you into the experience and create a general sense of unease.” – Game Informer