Last Window: The Secret of Cape West Review

No pane, no gain.

Version tested: DS

Last Window offers views onto several forgotten vistas. Immediately, it paints a vivid picture of an American city at the dawn of the 1980s. Gleaming skyscrapers stretch at the clouds, each a pointed testament to the unshakeable wisdom of modern capitalism. Keeping their distance, on the outskirts of the city centre, tower blocks stand, heads down, providing temporary accommodation to the workers who turn the cogs of the sun-baked metropolis and the deadbeats who clog them. Rendered in stylish watercolor and black ink, the city scenes that run throughout the game are drawn in an anachronistic style, a manga-ish take on late seventies Americana that reinforces the historical context through its aesthetic.

It's in one of these tower blocks that your character resides and, at this close distance, CiNG's meticulous attention to period detail is revealed. Every prop is in keeping: the flares of the preceding year have shrunk to skinny-fit jeans, just as the telephones have ballooned to the size of shoeboxes thanks to their new-fangled answering machine additions. Every aside about solar-powered pocket calculators that cost the earth, or pagers that shrink it, speaks of technology's acceleration from a stroll to a jog, and the bulky gadgets are as key to the ambiance as the Miami Vice-style soundtrack and film noir direction.

1

The story branches in places, with a few irritating Game Over points that seem to have little real relevance to the story itself.

The story that fills this scenery is a throwback, too. You play as a 34-year-old ex-cop, a stubbly private detective slouching in cars that are three feet wider than they need to be, working jobs several tiers of crime beneath him. Kyle Hyde, familiar to players of CiNG's Hotel Dusk - with which Last Window shares a universe - is an amalgam of many pulp fiction private detectives, from Blade Runner's Rick Deckard to Policenauts' Jonathan Ingram.

The narrative structure is simple, divided into 10 chapters spread over the course of a week. You start by investigating your landlord's reasons for evicting you and the other tenants of Cape West, and end by disturbing the murky waters surrounding your father's death. It's the kind of story rarely presented by videogames in 2010, and in this context the cliché turns into something fresh and unexpected.

In its systems too, Last Window presents a style of game long slipped out of fashion, a point-and-click adventure game that limits innovation to its stylish presentation, leaving the mechanics of clue hunting and puzzle solving largely unchanged. For developer CiNG, whose modern adventure games have been well received but sold poorly, Last Window represents perhaps the last opportunity to find an audience wide enough to sustain their passion. While the slow-paced storytelling and ponderous puzzle-solving are an acquired taste, the confident execution ensures that the game and its developer deserve just that.

2

At the end of each chapter the game asks multiple-choice questions about what has happened so far.

The DS is held like a book. When exploring a new location, architectural floor plans of your environment are shown on the touchscreen to the right. As you drag the stylus around this area, so the 3D view in the left-hand screen moves around. As well as providing a smart, stylish way to navigate the world, the system offers two views on the objects around your character, with objects in the schematics making clear the objects seen in the 3D viewpoint.

There are four basic interactions when exploring a location, each accessed via an icon at the bottom of the right-hand screen. The door icon allows you to move from room to room, while 'talk' will instigate a conversation with any willing third party. The magnifying glass will, at appropriate locations in the environment, switch to a close up of the object, with a slider that allows you to rotate the view to pick out details that might not have been immediately obvious from the wide-angle shot. Herein some of the game's puzzles lie, as you seek to discover key objects in a gentle modern rendering of the hunt-the-pixel style puzzles of classic adventure games.

Selecting the briefcase option allows you to access your inventory which contains keys to locked rooms, your work pager and any useful items you collect in the course of the adventure. More complexity is added here with the option to combine items in the LucasArts style, as well as compare specific items with one another as per Phoenix Wright. Finally, in keeping with the eighties aesthetic, your ring-bound Filofax contains character profiles of people you've met, useful notes (such as safe lock and key combinations and other important names and numbers) and a useful summary of chapters you have completed thus far.

Additionally, as you complete sections of the game, you unlock new chapters of a digital novel, rather confusingly titled Last Window: The Secret of Cape West. Presented in the style of an iBook, this concurrent story offers its own narrative, and clues uncovered here can be useful in the game itself. It's an awkward, peculiarly Japanese way of nesting stories together, but approached with an open mind, it adds to the package.

The art style of the game is so closely entwined with its systems that it's difficult to describe one without the other. Conversations are where CiNG's directorial flair is best shown off. As Hyde quizzes people, a scratchy, hand-drawn pencil image of his actions and reactions plays out on the left hand screen, while those of his interviewee play out on the right. Colour seeps into the images when a new character is introduced, or when a crucial piece of information is imparted, while the animations behind each drawing are fluid and natural. Conversation options are limited, with just a few different threads to pursue in any particular line of questioning, but this economy allows the developer to ramp up the visual flourishes, and the result is one of the most arresting presentations of a story seen in the medium.

3

An in-game jukebox allows you to listen to music tracks through headphones when the DS lid is closed.

The translation is solid, but fails to match the style of the visuals. Hyde's internal monologue plays out constantly, something useful during conversations, to clarify what he is thinking at any given point, but superfluous elsewhere. The storyteller's maxim 'show, don't tell' is struck through; Last Window instead shows and tells at every point, bloating every scene.

Stretched over a week, rather than the single day of Hotel Dusk, Last Window's pacing can often feel off-kilter. There are long stretches of downtime, during which Hyde will, for example, visit the movies instead of pursuing his goals just to fill the game's timeframe. As a result there are long stretches without plot development, usually followed by a cascade of information and leads; realistic, perhaps, but disconcerting and uneven in this context.

Last Window's unique marriage of art, story and game feels at once contemporary and anachronistic. Pitched to the Professor Layton crowd, its ponderous pacing and obscure puzzles will seem laborious, too much work for too little payoff. For those hankering after a modern take on Broken Sword, the emphasis on dialogue and ambiance will feel as though substance has been traded for style. As such, the game is best viewed as a curio quite unlike anything else, an experience that deserves its niche off gaming's highway, and whose mild shortcomings are made up for by a combination of uniqueness and general competence.

7 / 10

Last Window: The Secret of Cape West is released 17th September exclusively for DS.

Read the Eurogamer.net scoring policy

Comments (21) Latest comment 2 years ago

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  • sonicyoda #1 2 years ago

    Comparisons to Broken Sword make me VERY interested.
  • lucky_jim #2 2 years ago

    I don't think the comparisons to Broken Sword are really fair, at least not if this is anything like Hotel Dusk (which judging by the review and screenshots, it is). I suppose there is a similarity in some of the mechanics (inventory-based puzzles for example) but anyone buying this expecting something akin to a Western point-and-click adventure will be surprised. Hotel Dusk was a very Japanese take on the concept with a look and feel which was miles away from the classic adventures from companies like Lucasarts and Revolution, and look and feel are more important in this genre than most.

    Still, I really liked Hotel Dusk despite its flaws, so colour me interested.
  • richarddavies #3 2 years ago

    This is out this week? That crept up on me.. I loved Hotel dusk and was looking forward to this. Sounds pretty similar to the first which is a good thing in my book.
  • Der_tolle_Emil #4 2 years ago

    I really enjoyed Hotel Dusk a lot. Will definitely get this as well.
  • abdo #5 2 years ago

    I loved Hotel Dusk, possibly my favourite game on the DS. Definitely getting Last Window.
  • Katanax #6 2 years ago

    I got totally sucked into Hotel Dusk when that came out. Agree with Abdo, in my mind, probably the best DS game I've played.

    Really surprised that with the same art style and lead character there was no reference to Hotel Dusk in the article. Nor any info on the developer to see if we can expect more of the same.

    Regardless, consider it purchased!
  • darkmorgado #7 2 years ago

    These puns are starting to make me cry...
  • dudefella #8 2 years ago

    I really liked Hotel Dusk and I had no idea that this was coming out. Will probably pick it up.
  • INTELIGENCIA #9 2 years ago

    Hotel Dusk was immense, so I'll pick this up without a doubt this friday. Also I think the score could've been nudged to an 8 but to be honest I'd buy it even if you guys gave it a 1.
  • swissorc #10 2 years ago

    Hasn't C'ing entered administration therefore any profits from purchasing of this product doesn't head to developers at all but greedy investors just wanting their piece of cake.

    Shame really as these guys have turned out some fantastic games in recent years.
    :(
    Edited by swissorc at 15/09/10 @ 12:14
  • thedaveeyres #11 2 years ago

    I'll have to get this. Hotel Dusk was immense.
  • goz #12 2 years ago

    Katanax: there are two references to Hotel Dusk in the review, and numerous mentions of the developer!
  • siro #13 2 years ago

    Hmm, so this having long downtimes in between... does it mean it lost the intensity of Hotel Dusk? I really would like to know a direct comparison of the two.

    The first one was excellent indeed.
  • wildcatforever #14 2 years ago

    I loved the first one so will be getting this regardless. Would have liked to know more how it compared to the original though.
  • nixc9 #15 2 years ago

    Hotel Dusk was one of my favorite DS games, on the other hand I really did not like Another Code: Two memories.....,
    will end up getting this anyhow
  • Razorus #16 2 years ago

    I absolutely loved Hotel Dusk and have known about this sequel for some time, waiting for it's release. Alas, there are too many other games out so I'll have to wait but this badboy is on the list!
  • Katanax #17 2 years ago

    @goz: My bad. Must stop skim reading when at work.

    Chalking it up to disbelief and excitement. ;)
  • oerhoert #18 2 years ago

    Hotel Dusk left me really cold after about 7 hours of drab puzzles and search-out-the-next-trigger gameplay. What I'd like to know is whether this one is more fun and less arbitrary. The review seems to suggest otherwise, so I'm probably staying away from this one.
  • sega #19 2 years ago

    I thought that was Kyle Hyde in the image! Must buy this game! Hotel Dusk is easily my favourite DS game - I can't believe there's a sequel! :D
  • Slipstream #20 2 years ago

    The Kyle Hyde image had me insta-click. I had no idea this game was cut from the same cloth!
    Its games like these and Phoenix Wright that keep my DS alive...as well as the alarm clock function...
  • ReaperOscuro #21 2 years ago

    Lol thought i was loosing it: agree with oerhort, hotel dusk left me really cold, glad someome else agreed.
    Of course everyone has different views, but i still fail to see how people can consider hotel dusk intense and fun when it had possibly the most ponderous pace of any point-and-click ive ever played. Conversations were especially frustrating, with lots of floundering of animations yet with very little movement.
    Just look at the review: the words of the reviewer clearly show the passion for this game, but his writing hat had to be put on and it coildnt get higher than a 7.
    Still, i think kingdom hearts 2 is one of the best rpg's ive ever played, so to each their own ;)