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Hotel Dusk: Room 215 Review

DS Review by John Walker

26 February, 2007

The first thing people say when they see pointy clicky adventure Hotel Dusk is, 'That looks like the video by AHA from the 80s!' So it's the first thing I've said too, so it can be mentioned, and now forgotten. Far more interesting is examining how Hotel Dusk's animated pencil sketches look without coincidental comparison, but it does at least provide a vivid reference point for those who haven't seen it running.

Kyle Hyde (and yes, he's very proud of his name) is a door-to-door salesman by trade, but with a slightly peculiar edge to his business. His jobs require not only hawking dodgy late 70s technology (as this is when the game is set), but also finding 'lost' items for clients. However, three years earlier he was a cop for the NYPD, until he was forced to, for reasons not explained until very near the end, shoot someone close to him. His life is quite clearly not what it once was, and his deeply cynical attitude provides the lens through which you view the game.

Sent to Hotel Dusk, Kyle finds himself booked into the Wish Room - a room, it is claimed, that will grant your wishes when you sleep there. And with this put to you at the very start, it triggers ideas that were so beautifully explored in last year's Sci-Fi channel mini-series, The Lost Room. Magical rooms, mysterious objects, peculiar characters... However, despite this impression, Hotel Dusk isn't going anywhere near any of that. This is a story set very much in the real world, but with, well, rather a lot of coincidences.

It's from the same team that created Another Code, which was rather inexplicably heralded as the great white (or black or pink, and in Japan, a sickly blue) hope for adventures on the DS. It was, I think hindsight can confess, a weak game with a few lovely ideas. Three, in fact. Three superb puzzles that saw the instrument with which you played the game - a folding plastic console - playing a significant role as you interacted with the game's world. Reflecting one screen in the other, closing the console to print the top screen on the bottom - these were splendid ideas, lost in a trite and incredibly short story. It was, however, exciting potential. The DS you held existed within the game it was displaying.

Hotel Dusk definitely addresses the brevity issue. It's huge in comparison. However, this is mostly due to the extraordinary amount of conversation throughout. This is Phoenix Wright levels of chatter, except with one rather important element absent: the funny. Dusk is about noir, its inspirations the murky detective fiction that now only exists as spoof or homage. Cing have opted for the latter, and as such everything is taken very seriously. For a really long time.

'Hotel Dusk: Room 215' Screenshot 1

Er, imagine it less Japanese. Later on, Rachel on the right is mostly in colour. Does Hyde fancy her? Hmmmmm?

The hotel has a number of guests, and a few staff, all of whom have stories to tell, and secrets to hide. Hyde really only wants to get his job done and go home, so it's with a depth of reluctance that you start sniffing into people's pasts and presents. In fact, it's always motivated by Hyde's driving goal, to find his former partner, Bradley, missing for the past three years. It seems, by peculiar circumstances, that so many people in the hotel are linked to each other, and in turn, linked to Bradley. So you chat, and you chat, and you chat. And then you chat. Chat for a bit, then some chatting, solve a child's jigsaw puzzle, and then have a bit of a chat.

Importantly, these chats, while overly long and madly frustrating in their inability to be sped up, provide a depth of character so devastatingly missing from most games. People have motivation, and while they're reluctant to reveal it, learning why the drunken father is so distant from his daughter, or how the author came to find fame and ultimately destroying guilt, is the reason to play the game. It's not, however, for the puzzles.

Cing have somehow, once again, repeated their biggest mistake with Another Code: they've forgotten to put enough puzzles in. In fact, this time around with a game lasting about four times as long, they've put in relatively fewer. When the first two are both solving pre-school jigsaws, it doesn't bode well. There's a couple that lift a similar (and still nice) idea from Code, but sadly it's the same one twice. And then after that it's all too simplistic, hindered only by your not having the correct inventory item with you, because when you found it earlier the game wouldn't let you pick it up. A chapter later and you can, but how are you supposed to know that? And a similarly criminal mistake is made twice, where you're told you can hear a noise at the end of a hallway, and are then expected to go through three rooms' worth of furniture searching (that you've already done before when you first went there), trying to find the one object that will have changed or been added.

However, as annoying as this all is, it doesn't condemn the game to doom. Finding new objects does tend to lead inevitably toward that with which it must be combined, which gives you the continued feeling of progress and success that an adventure must provide. And as the mysteries deepen, and the threads begin to intertwine, you start wanting those endless chats, because they'll reveal the next snippet, the next bit of information that will lead you closer to solving the myriad mysteries that have been set up. It becomes, to use a horribly over-used phrase, an interactive novel.

Perhaps the factor that won my cynicism and frustration over the most is the development in Hyde's character. One resident in particular starts to chip away at his carefully constructed outer shell: Melissa. She's nine years old, and staying with her miserable and unpleasant father, told that she's going to get to meet her mom very soon, but only if she's good. Her mother, you learn, has been missing for a few months, and it's impossible not to sympathise with the equally brattish and cute Melissa. Especially when you learn she didn't even get a Christmas that year, and begin the little side plot of arranging a mini-Christmas party for the kid with the help of some of the hotel's staff.

'Hotel Dusk: Room 215' Screenshot 2

Rooms can be explored, the slider at the bottom rotating the view when you're searching an area.

Then there's Helen Parker, an elderly woman who is waiting to meet someone; Martin Summer, a dreadful bore and author; DeNonno, a former petty thief and foil of Hyde during his policing days in New York, now, coincidentally, working at the hotel; Iris, grumpy and pretty young woman; Mila, strangely mute girl who is clearly sitting on many secrets; and, ooh, at least seven others. As I said, a lot going on, and a lot of interconnections and histories to explore, and as Hyde's character develops, perhaps even help.

So to the looks. The DS is held sideways, somewhat like a book. This, like so much else in the game, is no coincidence. Interactive novel, remember. For the movement, the left screen is a first-person view, the right a top-down plan of the room, navigated by holding the stylus where you wish to head. The characters are the previously mentioned pencil sketches, surrounded by a white border as if they've been cut out from paper and then stuck onto the backgrounds. And such beautiful backgrounds, watercolour paintings that aren't quite finished, the brushstrokes not reaching the edges, as if a work in progress. As characters talk, the two screens are occupied by the members of the conversation, their black and white bodies occasionally washed with faint colour. Upset someone and a brushstroke of red will spill down their body. Get to know someone and their face might flush with hues. It's an absolutely stunning design idea, and despite the blurring of close-up objects, is constantly emotive.

Cing are clever people. They were clever with Another Code's meta design, and they're even more cunning with Hotel Dusk's presentation. Rather than spelling out their metaphor and meaning, the effect is left to make its impression on you, and be interpreted as you see fit. Why are these people so roughly sketched, and so frequently lacking colour? Why isn't the front door finished, and why are the walls of the lobby fading to white paper?

If only there weren't so many mistakes. If only you weren't punished for asking the wrong question in a conversation (and really punished, forced to go back to your last save [SAVE OFTEN] and have the same unskippable conversations all over again for painful minutes). If only inventory items were available when you found them. And if only the puzzles were aimed at people over the age of nine. Because so much is right about this, and so much is worth exploring. It's a game that really understands people, and their complex motivations. And yet so often forgets the motivations of the people playing an adventure game. It's a game that knows how to use the DS to great effect, and how the stylus can be so casually and effectively. But its ‘minigames' are perfunctory and underdeveloped.

But it deserves attention. It deserves it because I've realised I could write a thousand words on each character, exploring their behaviour and relation to the ever-evolving central thread. It deserves it because I've had to really hold myself back from becoming deeply pretentious and waffling on about Brechtian estrangement again, remembering that my interpretation of the presentation might not be yours. (Your wrong interpretation). It's made me think a lot, and I suddenly found myself waffling on at great length about how interesting the characters' behaviours are to an innocent passing housemate. It makes lots of mistakes, but it has substance, as well as the very finest style.

7/10

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Comments: 1-48 of 48 in total

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Pac-man ate my wife
26/02/07 @ 14:10
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Sounds right up my street despite its flaws.

/orders
Edited 1 times, most recently on 26/02/07 @ 14:10
mkreku
26/02/07 @ 14:15
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It sounds like a horrible game, but a good story.

I will still recommend this to my DS owning friend.
Zerimski
26/02/07 @ 14:16
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Bought this off Play-Asia a few weeks ago. It does have it's flaws, as the review says, but overall I'm really enjoying it.
UncleLou
26/02/07 @ 14:18
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(and punished, forced to go back to your last save [SAVE OFTEN]

You actually don't go to your last save, but to a checkpoint, if you screw up. And you can at least speed up the dialogue afterwards, although, admittedly not skip it entirely.

Anyway, good review. The things that seemed to annoy you annoyed me definitely less, though, and I'd give it a high 8, based on what you also said: the great characterisation, which is simply beyond anything in that genre I've played in years. It really helps, too (just like it helps with Phoenix Wright) to see it more like an interactive novel than a game.
jonsaan
26/02/07 @ 14:19
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I am really going to have to give this a shot I think. Sounds interesting.
aabyssx
26/02/07 @ 14:19
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I wanted this to be a 10. :/
aldo_14
26/02/07 @ 14:27
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Why does this sound like Dance Dance Dance by Haruki Murakami to me?
FabricatedLunatic
26/02/07 @ 14:31
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I loved (almost) every minute of it. The game has atmosphere in abundance and Kyle is the best videogame lead since forever. Some of the conversations are a little too drawn out, though, and I agree that more puzzles were needed to break up the relentless chatter.
silke
26/02/07 @ 14:32
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"Why does this sound like Dance Dance Dance by Haruki Murakami to me?"

Perhaps because both revolve around a mysterious hotel. And are of japanese origin ;)
Edited 2 times, most recently on 26/02/07 @ 14:38
UncleLou
26/02/07 @ 14:33
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Why does this sound like Dance Dance Dance by Haruki Murakami to me?


You, know, actually - that's a very,very good point.
IAmBatman
26/02/07 @ 14:38
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> If only inventory items were available when you found them

I actually like Hotel Dusk's way of doing it better - it forces you to think about what objects you've seen that might solve a problem, instead of just going around the locations hoovering up anything that isn't nailed down, like in other adventure games.
UncleLou
26/02/07 @ 14:41
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Completely agree, although it could have been done even more consequently in Hotel:Dusk. Although then that one section, which I loved, where the game takes the piss out of the usual point and click "grab everything" behaviour wouldn't have worked. :)
Freelancepolice
26/02/07 @ 14:41
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?

Why didn't they give it an 8?
botherer
26/02/07 @ 14:53
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Because it deserved a 7?

And yes, UncleLou, that moment was splendid.
jiroczech
26/02/07 @ 14:53
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It's got a bit of a Murakami feel to it alright, but I think that's its Japanese origins giving an edge of weirdness to what's more like a poor Raymond Chandler novel. Really good game I think, even with its flaws. Anyone else find some of the scenes with Melissa a bit... off? It's a Japanese thing I think - their attitude to children is different. I mean, I felt like I shouldn't be going into her room when she was on her own. My parental instincts were going "Her dad's left her alone again! Time to call social services".

A proper Murakami-style game done this way would be fantastic... wow.

/maxes credit cards to set up a DS development studio
/realises he'd need more money
Freelancepolice
26/02/07 @ 15:10
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I was making a reference to the way the questions pop up :P
botherer
26/02/07 @ 15:17
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Oh, you and your clever ways.

? ?
___________ ?

"Why isn't John paid more?"
Edited 1 times, most recently on 26/02/07 @ 15:17
rock27gr
26/02/07 @ 15:20
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Just one question: If the Ds is held like a book, what about left-handed players?
Does it cater for them by reversing the game a-la Brain Training?
Edited 1 times, most recently on 26/02/07 @ 15:20
UncleLou
26/02/07 @ 15:23
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Yes, there's an option for left-handed people. You hold the DS the other way round then.
rock27gr
26/02/07 @ 15:26
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All is good then!

I am really annoyd by Trauma Center at the moment, because my hand keeps covering the "Heart Icon" that reflects the patient's condition. There should be an option to have it on the right.
Owen-B
26/02/07 @ 15:29
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It's a horrible game and a really protracted and overlong story.

Mind you I got rid after starting the second chapter and just being sooooo boooooored.

In my opinion this is a 6, not a 7. A game should not be rewarded for its aspirations in the face of getting so many things so very wrong.
Edited 1 times, most recently on 26/02/07 @ 15:32
President Weasel
26/02/07 @ 15:31
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I believe in the potential of games like this - the sort of game you can read on the train, or the sort of book you can play in the airport. I might check this out - I can't really justify saying this seems interesting, and that these people should be rewarded for trying to innovate0 a bit, and then not going out and buying it.
Plus I'm planning on heading up to Scotland on the train soon and I'll need something to do apart from worry about the state of the points...
Nikanoru
26/02/07 @ 15:53
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> If only inventory items were available when you found them

I actually like Hotel Dusk's way of doing it better - it forces you to think about what objects you've seen that might solve a problem, instead of just going around the locations hoovering up anything that isn't nailed down, like in other adventure games.



Agreement++

These days all the kids seem to start to violently and loudly hurl at the sight of any gameplay mechanics that even just show signs of deviating from the norm.

Ugh.
jiroczech
26/02/07 @ 15:58
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Wish you'd given it more than a 7. Like Lou says, the characterisation is way better than we're used to. It deserves an 8 for that and for being so atmospheric.

You could take a decision to reward innovative and intelligent game design like this - it might make a difference to its commercial success, which might make a difference to the kinds of games we get to play in the future.
WinstonChurchill
26/02/07 @ 15:59
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Having come back from a weekend trip to Oxford, I can verify that this is dangerous to play on the train. I almost missed my stop three times.
botherer
26/02/07 @ 16:15
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"Wish you'd given it more than a 7. Like Lou says, the characterisation is way better than we're used to. It deserves an 8 for that and for being so atmospheric."

I think it's fair to mention that I made a great deal of fuss about the characterisation.

"You could take a decision to reward innovative and intelligent game design like this - it might make a difference to its commercial success, which might make a difference to the kinds of games we get to play in the future."

Except, unfortunately it's my job to rate the game according to its successes and failures, and not give it an artificial boost based on a perceived "underdog" position. And of course, the game DOES receive its due rewards for those qualities you wish to be recognised. Without them, this would be a firm 4 or 5 out ot 10. It's got terrible puzzles, and is so achingly slow.

It is my hope that people will read the review (I know, I'm just crazy) and decide for themselves. 7, I think, is the score that most denotes, "Read it for yourself and decide". It's certainly the score I believe the game is worth.

(I think a reviewer can feel comfortable with his mark when the comments are split evenly between complaining that it's not higher or lower).

MadMirko
26/02/07 @ 16:18
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It is my hope that people will read the review (I know, I'm just crazy) and decide for themselves. 7, I think, is the score that most denotes, "Read it for yourself and decide".

Heh, the reviewer chooses the score in order to get the reader to actually read the review. Crazy thought: Ditch the score, then there'd be no choice. :)
Flabio
26/02/07 @ 16:39
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Was playing this in my hotel room over the weekend, and yes, Kyle really does love his name.
Sid Nice
26/02/07 @ 18:06
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Sounds like the title of areally bad 1980's porn movie.
I'll have you know I was in that movie. I only had a small part.
Owen-B
26/02/07 @ 19:45
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Nikanoru wrote:
These days all the kids seem to start to violently and loudly hurl at the sight of any gameplay mechanics that even just show signs of deviating from the norm.

Ugh.


Couldn't disagree more. It's not like Hotel Dusk is packed full of objects to pick up in the hope that they'll come in useful. Quite the contrary. There's not a great deal to pick up. But when an object is blatantly pickup-able, and is blatantly going to serve a purpose at some point, to make me trek all the way back to get it, or, even worse, I've forgotten what I've seen on my travels or where it was and am forced to go back into each and every room (which is a slow slow slow process at times) is tantamount to flagrant disregard for the players time. Indeed, if I was an uncharitable soul I'd say it's a flimsy excuse to extend the playing time of the game and not use that time to give us more puzzles.

It's one thing to try a different game mechanic, but quite another to offer up something that's just plain obtuse.

And I'm 31, so don't go tarring me with your lazy 'oh, the kids today' brush.
Der_tolle_Emil
26/02/07 @ 20:52
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Interestingly though 1up are praising this to the heavens and I'm quite fond of their reviews, at least when it comes to DS titles. Oh well; I ordered this yesterday from Play Asia, no going back now. Besides, it will make a good companion the next Friday when I'm off to my next night shift, sitting in the bed waiting for someone needing an ambulance - which hopefully will not happen so I can enjoy Hotel Dusk.
disc
26/02/07 @ 21:38
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Overly enthusiastic review I thought, I've been playing through this game in my empty apartment and the story did transport me into the Hotel Dusk and the Wish room. But I wonder if that is just because I didn't have anything better to do.

The game is so story heavy that you can get tired of the game, you want to do something else besides hunting down corridors and knocking on doors to find the character you are supposed to talk to next.

Sure they give you hints as to who the next guy to talk to would be and also sometimes hints as to where he might be.

But they don't keep you involved, they don't put obstacles in your way and some of the obstacles and puzzles are just rehashes of the Another Code puzzles.


I was very disappointed by the game, sure it had a much more interesting story but if all I'm going to be doing is read a book why would I read this instead of a classic noir which is bound to be several times better.


I'd rate it a 6/10. Just because it didn't have enough game in it.
Edited 1 times, most recently on 26/02/07 @ 21:39
toy_brain
26/02/07 @ 21:56
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I agree almost completely with the review.
The puzzles are painfully weak, to the point of being patronising. They feel more like minigames than puzzles TBH, which just dosent suit the style of game.
The story is both good and bad. I agree that the characters are interesting, and its very good at slowly revealing the facts so that, in true detective style, I'd come to the storys big conclusion just before Kyle spells it out for you.

On the downside the way the overall narritive is paced is pretty crappy. Each chapter is, basically, you going through each guest one at a time and uncovering their secret, and a couple of these characters seem underused or underdeveloped compared to others, which leads me to think they were added as gameplay padding.
Also I thought the ending was a tad weak. But thats just me.
earl_roberts
26/02/07 @ 23:13
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Perhaps my favourite DS 'experience' so far. Absoloutely BEAUTIFUL presentation and excellent dialouge, I did not want to put it down until I finished it, which I did twice in three days. I never saw the puzzles as being puzzles as such, more like the 'gameplay elements'. You need to open a door, or your suitcase or input a code into the safe? The game lets you do this interactively and then you move on to more conversing. Another Code, where you had to combine paintings to decipher a code and such were actual puzzles but I don't believe you can say the same for this game.
About the backtracking for items. Think realistically. Hyde actually says "yes a hammer I can definately use that" when you as the player have so far seen no such use for it or "that screwdriver might come in handy" and so he picks it up and carries it around. The stuff you don't pick up, the split bag of flour for instance, really don't serve any relevance when they are first presented so logically you wouldn't carry them around with you, would you? If your goal was to speak to everybody staying in a hotel to find out what they may know about someones disappearance, you wouldn't upon reading a newspaper think, "hmm you know what, for absoloutley no reason I can logically think of, I'm going to carry this around with me!" Just doesn't make sense. And yes I know its a GAME blah blah but its not really supposed to be entirely treated as one.
No mention of the music either which is fantasic and a novel feature is that you can play the whole games soundtrack on an in-game jukebox whilst playing the game!
Chtulie
27/02/07 @ 00:01
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"until he was forced to, for reasons not explained until very near the end, shoot someone close to him."

Dude, rtfm man.

At, leat, I think so. It had a pretty complete backstory.

Though Cing did make the mistake in another code to have the 'main' ploit only at the beginning and end, and put the 'optional' plot through the other 90% of the game. Which you could fail when finishing the game, which sucked, hard.
disc
27/02/07 @ 01:32
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earl_roberts: I have to agree with the items and the game forcing you to have found a possible use for it before picking it up and I even like the red herrings like the screwdriver.

But I don't agree with your comment about the music, while it is alright and it has some moements I don't think it was anything special. The music was also noticeably only made up of midi music. Quite disappointing I thought.

Chtulie: I had finished several puzzles for the secondary storyline in Another Code but then I reached the end of the main story and finished the game but with the secondary storyline unfinished I didn't get the proper ending.

I never went back to play through it again to solve the secondary story.
botherer
27/02/07 @ 10:27
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Oh gawd, I forgot to mention the music! AWFUL! Horrible tinny midi lift music.

As for this object doodah. Here's the rule: If a game ignores an object, refuses to pick it up in a dismissive fashion, that's the code for, "This is not an object you need to worry about." Hotel Dusk does this for objects that will become necessary later, which is a gaming crime. Having him say, "I guess that might be useful for something, but I'm not lugging it around with me," would be fine, and it occasionally does. But it also ignores key items, and gets wrist-slappage accordingly.

The other issue I had was Kyle's occasional mad stupidity. On one particularly ridiculous occasion, he reads a newspaper that links together at least three characters, but doesn't notice. Instead you have to plod through weeks of conversations to reach the conclusion you'd already been told.

Ooh, and another thing - don't get the change in the right chapter, and it becomes unavailable, and all the fun of the number-based treasure hunt is a complete waste of time. I was really peed off about that - I wanted my prize! Why couldn't I ask for some change at the bar?! Boo!
jebus
27/02/07 @ 11:38
#38
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Funnily enough I am playing Another Code at the moment and really enjoying it. It has peed me off a bit. They do the thing where you know what you need to do - put object (a key for example) in certain place (specific door), but you can't pick up that object until you have searched the relevant hotspot (the keyhole) that gives you the clue that you need a key. Meaning you can stumble across the key and think it isn't relevant becasue you can't pick it up but it's really becasue you need to have searched specific areas in a certain order.
Genji
27/02/07 @ 12:23
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I think it should be pointed out that, despite the flaws, this is a really good game, and should be picked up. Stupid puzzles aside, it is probably the most "adult" game on the DS. Hell, I can't think of a better (current) story-driven game on *any* system.
Chtulie
27/02/07 @ 20:37
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Genji:
And Case 4 of Phoenix Wright 2?
That was the biggest surprise of mature themes within the actual gameplay I've come across.
Genji
28/02/07 @ 07:16
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Yeah, that's true. I guess that the "wackiness" of Phoenix Wright is of a different style to this. Both games could suit certain tastes.
Royal Fool
28/02/07 @ 12:22
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This game proves how much potential the DS has for adventure gaming; it's only a matter of time until someone somewhere gets it right.

I haven't finished the game but it's pretty long and there have been occasional puzzles that made me stop for quite a while because I couldn't quite figure them out (the coins, the electric table and using the crowbar in particular). And yes, the characters are excellent and so is the dialogue. It's strange to see a Nintendo game with such realistic conversations and language (if you look at games in general, that is).

If the game would've handled items, puzzles and conversations a bit better then it could have been a sure winner. But it's definitely one of the better video game adventure games you can buy.
Blockhead
12/04/07 @ 13:35
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Katanax
13/04/07 @ 19:10
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I've completed this game twice now and I have to say it is my favourite DS game so far (I've played over 100).

Cannot reccommend it enough. This game will suck you in and keep you enthralled from the minute you start. Sure it gets bloody frustrating at times, but overall, the game is pure unadulterated genius.

KatanaX
ChrisOTR
13/08/07 @ 07:49
#45
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I bought this a few days ago, and I'm loving it. The presentation is amazing and it's so atmospheric. Luverly.
ChrisOTR
24/10/07 @ 09:28
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And, I just finally finished it. Fantastic game. Recommended if it sounds remotely interesting to you.
CrispyPie
06/04/08 @ 23:25
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On the second chapter on this and enjoying everything apart from the restrictive/punishing pickup system and the crappy music (please tell me I will be introduced to a 3rd muzak track sometime soon!).

I'm fairly sure I've screwed up on a couple of counts because there is an item I require that I have no means of detaching from the wall (previous players should know what this is) and perhaps I may have chosen to say the 'wrong' thing, although there is NOTHING in the game to indicate that freedom of speech will cost you your game. It's almost shocking to see such childish contempt for the 'rules' of the adventure genre. These are here to protect the end-user from facepalming and HATING the game, so I am in disbelief to see these so wantonly ignored.

This notwithstanding, it is hard to hate this game, though. The rotorscoped paper cutout characters (that are anything but in terms of character) and the basic first-person view gives you the sort of 3D movement and immersion I would never have expected from a DS game.

I actually like Hotel Dusk's way of doing it better - it forces you to think about what objects you've seen that might solve a problem, instead of just going around the locations hoovering up anything that isn't nailed down, like in other adventure games.

To this I will simply point out showing the player an object/area that will be needed/accessible later on in the game is fine, provided there is an obvious 'barrier' that explains why the player cannot currently have this item/access this area, the barrier being removed later in the game and therefore implying that the item can now be collected/area can now be accessed.

I'll give you two examples of this: (both can be seen in a game like Resident Evil)

1. An item contained within a glass case. You are aware of the item and understand why you cannot collect it (glass is too strong to break with your bare hands), but once you understand what you need it for you will return by which time the barrier will either have been removed (broken by someone/something else) or removable (you have another object/ability facilitating its retrieval).

2. A new area on the other side of some impassable or hazardous material (water, fire, gas, radiation). You are aware of the area and it looks like somewhere you might be able to access (properly lit and detailed, not just a dark, featureless corner). Later in the game you will either have the barrier removed for you, or have the means to remove it yourself.

Now, the problem in Hotel Dusk is that you are able to examine the item in question, but it cannot be immediately retrieved FOR NO EXPLICABLE REASON. The item is small enough to carry in your pocket, so the only reason you can assume that you don't pick it up is that it is not an important object. On the other hand, you allow the game to examine an object that does not appear to be 'description-related' (minor 'props' like furniture and ornamentation are given some description to help characterise Kyle Hyde's perspective of the game world). This is the only thing, aside from this review, that would give me even the slightest clue that the object holds some minor importance - the fact that I am given a description of something that would otherwise be treated as purely incidental and part of the backdrop.

The difference here is that in Hotel Dusk there is no clear delineation between what can and cannot be acquired at some stage in the game. You solve puzzles in exactly the same way, by discerning the required key to the solution and retrieving it, so it's not a question of the puzzlesolving being harder by this method. Similarly, it's not a question of this being the only alternative to the 'bottomless sack' inventory method, where all items are carried and mechanically cycled through until the key fits the lock, because as I have explained there are clear alternatives that do not frustrate the player.

So, really, I can only put this down to laziness or stupidity, and thank myself lucky that the game is charming enough to make up for me having to traipse through it again on a second run-through, making sure I have given the right response and collected the right item at the right time. -__________-
SABZEROW
11/06/08 @ 17:19
#48
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hiya ppl!!!! IF U HAVEN'T GOT A DS BUY ONE JUST FOR THIS GAME THATS HOW GOOD IT IS!!!!!!!!
i bought this game like a week ago n i finished it yesterday so its a ok in length!!!!!!!!! THE GAME ITSELF IS JUST ONE OF A KIND ITS THE BEST GAME AV EVER COM ACROSS U JUST CAN'T GET BORED OF IT (AV STARTED THE GAME AGEN U C LOL) N KYLE IS SOOOOOO GORGUZ N HIS NAME IS QUITE NICE TOO NO WONDER HE'S PROUD OF IT! ITS LIKE A VIRTUAL CHARECTER GAME, N THE GRAPHICCS ARE JUST AWSOME ! IF I WER TO RATE IT I WOULD RATE IT 11 OUT OF 10!!!!! IF U GOT IT N UR STUCK JUST TELL
ME I'LL TELL U!!

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