


I’ll bring up something I didn’t last time: yeah, it really feels like a game that would work in VR. But it remains a brilliant solo experience too. Chatting with others in order to solve the puzzles is part of what makes real-life escape rooms so much fun, and playing these solo has made me miss that aspect. Or a great way to have a massive argument with friends. You can, as before, play this all in co-op, which still sounds tremendous fun to me. And as previously, it’s more fun not to use this, to ignore the clock, and just get on with methodically searching your surroundings. As previously, the game has a context-specific hint system that’ll churn out images that should prompt you toward the next area of focus, or remind you of a clue you picked up twenty minutes ago that’s now become relevant. But this time, on your way, you’ll be fiddling with a lot more locks, mechanisms and machines. This time things are set on a steampunky airship, each of the levels challenging you, as ever, to open a final door. (This does make the previously suggested five-hour play-time a little silly, given the timer itself only adds up to two and a half.) I finished all but one of the levels within the time limit, but didn’t rush, preferring not to put that pressure on myself. Rather than 15 minutes, three of the levels give a target of 30, while the last offers you an hour. That done, this is four more levels of the same, but set in larger areas, each with more to do. If you haven’t read the review of the main game, do go do that first.
