Review: Crimson Room: Reverse
Publisher: Agetec Inc.
Release Date: November 5th, 2009
Demo: No, but the original game is available via flash on the internet.
What I liked:
- Nice to see a popular flash game getting a PSP revamp
- New content available for the PSP version
What I disliked:
- Horribly glitchy and unpolished
- Can be vague and hard to figure out at times
- Game wasn’t really fine tuned to work with what the PSP has to offer.
The objective is simple: you’re trapped in a room, and you must use components of the room to escape. Place items in your inventory (a key, music CD, etc.) and try to use them in certain objects or combine them and find your way out. Simple, and pretty fun to figure out, plus the PSP version would be nice to have for a quick blast of adventure, right?
No, it isn’t. Because this port is horribly unpolished and glitchy, and left a bad taste in my mouth. Unsure of what to do next, I pressed select (because select acts as the menu button instead of start, for some reason) and asked for a hint, which you’re only allowed to do once per day. The text wasn’t formatted for the hint box that appeared, resulting in black text sprawling off the box into the black background, and wasting my hint. Great.
At one point, in a seemingly random button combination (I assume), I accidentally unlocked the debug mode with a full grid, coordinates, code on the screen, everything. The game’s analog movement with the nub is pretty awful, as it moves too quickly around the screen. That can be frustrating when you’re trying to click on a tiny radio button, or clicking on every inch of a wall to search for a hidden panel. Easy enough to do with a mouse, but maddening to do with the analog nub. I do hope more popular flash games make the jump to PSP, but this game wasn’t quite ready for release.
This game was purchased for review purposes.