Toadthemushroom
Member
Picked up a copy of this last week and have been really enjoying it so far.
CiNG nailed the general atmosphere, but they also scored on giving Hotel Dusk, and its characters and environment, a proper sense of place. Even minor details like the first person camera and Kyle's walking speed make it feel like you're actually there, or the mannerisms each character has that you'll slowly pick up on.
One of my favourite aspects of the game is how, despite its linear structure - it still gives you enough to play with as to encourage experimentation. It also helps that the game doesn't take itself so seriously: It's hilarious to present the most random of items in your inventory to the other characters just to see how they react. Or to see how easily you can be kicked out the hotel by Dunning or Rosa.
If I had one gripe it'd be that the game is often quite rigid in progressing its plot while also not making it entirely clear what you should be doing at certain points. The section where you find a pen at the restaurant had me stumped as I was too busy thinking about three other tasks that you're reminded to write down in your notebook, and the solution to checking the pen's engraving felt rather obtuse.
I just started chapter 5 and I'm already quite impressed by the number of mysteries that the game has managed to entwine around my head at this point. Definitely a compelling tale. Oh, and it still looks gorgeous today. Even the environments are well pitched against DS's hardware limitations.
It's another reminder of the DS's versatility for new types of games (book mode!) and how Nintendo absolutely knew what it was doing when it funded new titles like this from a variety of developers like CiNG, Paon, iNiS, Geko, Sandlot, Ganbarion, Mistwalker, Gevo Entertainment, Mitchell and so on.