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Hotel Dusk: Room 215

aka: Wish Room: Tenshi no Kioku
Moby ID: 26506

Nintendo DS version

Is Kyle Hyde the new Columbo?

The Good
I’m not sure why I chose this game out of the (now extensive) DS library, but having done so, and having managed to complete the adventure, I now feel compelled to write about my experience with this gray-scale draw-and-click drama. Marketed as a true interactive mystery, Hotel Dusk: Room 215 sees players take the role of the anti-social Kyle Hyde, an ex-cop with a sticky-beak and questionable demeanour. Why? Well he’s searching for a long-lost ex-partner. Yes, Hotel Dusk wants you to help Kyle find some closure – the past has been haunting this guy something wicked, and, for a reason that’s only partially explained, Hotel Dusk is supposed to supply him with it.

On beginning a new game, you immediately notice the stylised artistry. Characters are nicely hand-drawn in a sketchy quasi-realistic style, and their motions and gestures look fairly natural, even if very simplified. Some pretty nice cut-scenes are presented, all with a decidedly low-fidelity presentation (film grain and dust-speckles abound), but be warned: these cut-scenes are really the only visual story-telling, and it’s not long before you’ve seen the same events unfold so much that they lose their impact.

The Bad
As Kyle, you check-in (“Check in to Mystery!” the box-art claims), to the ‘Dusk to begin your adventure. So how interactive is this place? Can Kyle scour the premises to the nth-degree, investigating anything that takes his fancy? The short answer is an authoritative “No!” This game is an on-rails adventure, and you’re only given access to people, places and items as the game grants you access to them, not a single second before. There’s an overwhelming sense of playing this game to the narratives discretion – you’re completely at the mercy of the programmer’s pre-scripted events, only triggering new content once a certain unspecified and invisible accomplishment is met.

I don’t think ‘Dusk is a true adventure game; rather, it’s more of an illustrated novella, with only sparse and limited actual game play. When these moments occur, you’re required to use the stylus in a semi-realistic gestural manner, such as wedging a crowbar under a cabinet. Jerk the stylus this or that way, and the mini-task is complete – unfortunately for CING (the developer) your sense of emptiness and dissatisfaction is just as total. I thought “Professor Layton” had several moments where a sense of accomplishment was achieved, (although it had its own problems too), but ‘Dusk offers none of these.

The Hotel itself is very empty, although it is full of guests! Unlike most modern adventure games (I’m talking post 1996), you are not allowed to interact with anyone who is not directly involved in which ever chore you happen to be caught up in this moment. You are directed inflexibly and unreasonably towards the games purposes – you’re a tool Kyle (in more ways than one).

The Bottom Line
Really, this game is playing you, you’re not playing it. It has its own agenda, and you’re just strapped in for the ride. Your big job in this game is auto-scrolling reams of text that challenge the length of “War and Peace”-like, and clicking the occasional preset button/text/item. The mystery solves itself, and there’s nothing you can do about! Speaking of which, the narrative itself is very dull, and resembles a day-time TV drama season final. Sure, to begin with, the possibilities seem interesting, but as the story continues, the potential for intrigue is consistently reduced as the poor story-tree goes about its business of winding-up. I could go on about the games graphical, characters and sonic qualities, but I don’t think that will make a difference to anyone who is interested in a true mystery/adventure title - simply because the narrative content is forgettable and routine. Not recommended.

I’m sorry Hotel Dusk, but I think I checked into Hotel Dull.

by So Hai (261) on September 19, 2008

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