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Hotel Dusk Reflection.

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I asked my girlfriend why she hated it, and she just said that she didn't know what the hell to do anymore, so she stopped playing. lol Simple as that. The game must've really left her hanging because she's generally REALLY good at these types of games. She's played probably 30 games in this vein on the PC.

I never really got into it myself. Unlike her, I didn't even care for Trace Memory. I did do a few chapters in Trace Memory and got bored, but I don't think I completed an entire chapter in Hotel Dusk.
 
It had a great concept. A game about
art fraud
automatically gets my approval. Still, the script, though competently written, was rather leaden; the plot was far-fetched and the individual puzzles so unbelievable that I sort of winced my way through it.

Absolutely great adventure engine, though. I'd love to see a less risibly plotted game on it.

I thought Another Code was a much more entertaining game. Stuff actually happened, for one thing. The bizarre plot was somehow easier to suspend disbelief for, since it was clearly fantasy. I was lukewarm on Another Code at the time, but I have much fonder memories of it than Hotel Dusk.
 
DevelopmentArrested said:
Last time I saw you post you were shitting all over the Paper Mario games' dialogue. Care to give me an example of good video-game writing so I know what expectations to have from now on?

Here is my review of Super Paper Mario. I really liked it, especially the dialog, until it turned into a bleak, sacrificial affair 2/3 of the way through.

I have also said, on this message board, that I'd like to see what Intelligent Systems could do with the Zelda universe (storywise). And here I am defending SPM.

Many games that have well written dialog (such as Hotel Dusk or Thousand-Year Door) get so caught up in their own story, they forget about pacing entirely. These games both hit the wall, throwing extra dialog in to lengthen the adventure while the story refuses to move forward even a little bit. I didn't complain about Hotel Dusk's dialog though. It was realistic and made each character unique. I complained that the story didn't go anyway and was ultimately useless.
 
Just finished Hotel Dusk recently. Excellent "game." Great characters that I liked and disliked for all the right reasons. A story that did a commendable job of keeping itself planted firmly in reality as best it could. Gameplay that doesn't hold your hand, although the "oh, so that's why I suck" moments of clarity on the Game Over screens kinda push it.

The only thing in the entire game that rubbed me the wrong way was the decoder puzzle in the basement. I could suspend disbelief for anything else in the game, but I can't think of any conceivable reason why that letter was signed with a code. On the subject of puzzles, the engraved pen puzzle was the only one that came close to pushing me towards an FAQ, but I eventually figured that
there had to be some reason why Rosa didn't kick Hyde out of the kitchen anymore
.

Looking forward to playing through this again at a later time.
 
I really wanted to like it, but I just found it dull. Didn't get into the characters or the story. I thought I had only played 10-20 mins into it but I booted it up now to see exactly how long I played and it was 5h 20m. So I gave it a fair shake.
 
Last year? Didn't Hotel Dusk come out in January 2007?

Also, I absolutely loved it. Replay value was low though. Also, it didn't make good use of the advertised features really. Getting kicked out of the hotel is not something that one really has to worry about (except the first time it can happen to you). And I didn't really need to use the notebook except to write down the star numbers.

But the story was great, and it had an interesting cast of characters. which can be due to a great localization I also like the ability to get a sort of bonus ending if you do things right. And of course, the music and presentation is awesome.
 
I've already said my piece about this but it's good to see continued interest in the title.

Like it or dislike it, it's fair to say it's a kind of experience that's very rare. I personally really enjoyed it and look forward for at least one more from CING, something the combines the best of Another Code (Myst-like exploration elements, and the supernatural) with the high quality writing and graphic design of Hotel Dusk.


RE: Replay Value

I really want to replay this just to get through the stories again. Some of the scenes/optional events are timed so it would be nice to check them out. But so far I've been working on getting the 'good' ending by avoiding the 'red wave' reactions from the characters. It's been hard and I've given up and restarted a few times, I got as far as chapter 3 once. I really dont know what to do with it. I might just play it normally just for fun, becaue getting the perfect ending isn't fun. it's a chore.
 
Mockingbird said:
Last year? Didn't Hotel Dusk come out in January 2007?

Also, I absolutely loved it. Replay value was low though. Also, it didn't make good use of the advertised features really. Getting kicked out of the hotel is not something that one really has to worry about (except the first time it can happen to you). And I didn't really need to use the notebook except to write down the star numbers.

But the story was great, and it had an interesting cast of characters. which can be due to a great localization I also like the ability to get a sort of bonus ending if you do things right. And of course, the music and presentation is awesome.


Nah man, it came out in Nov I believe.
 
I loved my time at Hotel Dusk. Truly an experience worth more than the sum of it's parts.

The puzzles are pretty weak for an adventure game. The storyline proceeds at a snail's pace (in no small part due to the ridiculously slow text speed). The 3D graphics are sinfully ugly, a blemish on wonderful 2D artwork. The 'muzak' would be mind-numbing to be stuck in an elevator with. I can see why it's an acquired taste.

Still, one of the most memorable games I've played in a long time. One of those games where once the story is over and you've switched it off for the last time, it lingers in your mind. I'd agree that it's more of an 'experience' than game as we know it. It exists to be savored, unlike Trace Memory which just bugged the crap out of me.

I was glad Louie turned out to be a good guy in the end. Lovable rogue that I was always sure was going to turn on me.

Also, the "close your DS lid to simulate flipping a jigsaw puzzle over" thing brought a giant grin to my face once I'd worked it out.

It always puzzled me as to why beating the game once let you play it again but with the ability to scroll through text faster... didn't understand why they didn't just let you do that from the start. Looking back, I sort of get it now... the text speed, oddly enough, contributes to the atmosphere of the thing. A risky design choice that obviously didn't pay off for everyone, but I get it.
 
I hated it.

It was far too slow and not in the slow burn sense. The text speed, dull puzzles, and boring story killed it for me. I doubt I even got 2 hours into it.
 
stuminus3 said:
Also, the "close your DS lid to simulate flipping a jigsaw puzzle over" thing brought a giant grin to my face once I'd worked it out.

This was first done in Trace Memory, and I failed to solve it there. Unfortunately, this is the sort of puzzle can only get people once -- all other iterations will be quite obvious =/

There is, however, a much more ingenious puzzle in Trace Memory! Really quite clever.
 
Mockingbird said:
This was first done in Trace Memory, and I failed to solve it there. Unfortunately, this is the sort of puzzle can only get people once -- all other iterations will be quite obvious =/

There is, however, a much more ingenious puzzle in Trace Memory! Really quite clever.
The
photography ability was used a few times, overlaying one image on another to solve a puzzle was pretty great. Are you referring to the crescent moon painting puzzle ?
 
I bought this game the day it came out, but I still haven't beaten it. I mean, I've logged quite a few hours on it, but it seems I only break it out every few months and play for a bit. I like it quite a bit...
 
Im horrible horrible horrible at adventure games and solving puzzles. But I beat Hotel Dusk without too many problems. Awesome game.
 
Whoompthereitis said:
I bought this game the day it came out, but I still haven't beaten it. I mean, I've logged quite a few hours on it, but it seems I only break it out every few months and play for a bit. I like it quite a bit...

It's like any RPG, if you lose interest or let it sit for too long you have a hard time picking up the story where you've left off and the nuances is what makes Hotel Dusk's story great IMHO. There's one story arc and several subplots and its the subplots and connections of the various characters that make this story shine.

I played through it in about a week. 2-3 hours a day, and its a lot like reading a book too.
 
here's what I liked about the game: graphics.
here's what I hated: puzzles and gameplay. It didn't control poorly or anything, but I found that the puzzles were unintuitive far beyond your average adventure game's puzzles. double that for a game today, where they should have better clues or some kind of hint system.
here's what I was indifferent on: the story and characters. I didn't play it far enough to really get "into" the story because, quite frankly, I found the puzzles either annoying or really easy.

It's not the worst DS game I own, but it was a big disappointment for me because of how bad the gameplay was.
 
Despite its flaws, Hotel Dusk was probably my favourite handheld game of the year.

That makes me realise how this year wasn't nearly as good as 2006 for handhelds, but whatever. This is still a good game.

It's perfect for this time of year when it's all cold and dark and shitty outside because it's the closest we've had to an interactive novel, and at this time of year I get through several trees worth of books. The visual style is amazing. The writing is great and really makes it as a noir.
 
The story was almost a little *too* unbelievable and coincidental, but in the end, it turned out to be a pretty good game. Good puzzles, great writing, great art.

But a terrible boxart and logo.
 
gray_fox224 said:
I remember last year, I think it was about this time of the month, that one game literally blew my mind. That game was Hotel Dusk.

Words can't describe how great this game really is. I'm not much of a fan of Point and Click adventures, but HD had turned me into a believer. The music, plot twists, and characters are all memorable. Aside from a lack-luster ending, I put Hotel Dusk as the best handheld game of all time on my personal list.

Did you guys have a similar experience with it?

Liked it? Loved it? Hated it?


I hope for a follow up title.

I loved it. I thought it was one of the most original games for the DS... which means that it didnt sell well, so no sequel will get produced... :(
 
Deku said:
The
photography ability was used a few times, overlaying one image on another to solve a puzzle was pretty great. Are you referring to the crescent moon painting puzzle ?

I don't know if that's the one, but the one I'mn referring to is where you have to close the DS lid about halfway to reflect the image on one DS screen onto the other.
 
I enjoyed my stay at Hotel Dusk. The dialog was great and I really cared about the characters. Sure it had it's slow parts and the ending came sooner than I would have preferred but overall it was a unique trip I don't regret taking.
 
I think this was one of the most GAF-overhyped games I have played. I'm a big fan of adventure games, but this one was way too linear and you spent most of the game randomly knocking on people's doors or exploring hallways to try to trigger events without any guidance. The puzzles were either incredibly easy or ridiculously obtuse (
Closing your DS lid to give someone mouth-to-mouth? Yeah, cute, but come on. It would have made a lot more sense to just blow into the mic.
)

I thought the game was decent, but then I bought Phoenix Wright, which also suffers from linearity, but is way more fun to play.
 
With the stylish graphics and seemingly mysterious plot, Hotel Dusk was a game that I really wanted to like. But after actually playing the game, I had to instead force myself to like it. And that dont fly with me brother, it dont fly.

One day Ill try again to get through the game, but for the time being, I have good games to play.
 
I finished Hotel Dusk today. Coincidentally, today is the last Friday of the year, December 28, the SAME DAY that the events in hotel dusk occurred. I did not do this on purpose...I realized it just as I was finishing the game. Whats even more odd is that my major criticism of the game was that there were too many damn coincidences (all these people connected to the same thing in the same hotel? And Kyle just happens to show up?); its like the game is telling me: "hey bitch, hows this for coincidences? You finished the game the same day that the story is set on! Nothings improbable!"

I looooved Hotel Dusk. Likable characters, a great setting, perfect storytelling, appropriate music, a spectacular art style...everything that an adventure game should do it does. The only way you can dislike this game is if you dislike adventure games, which is understandable considering how slow paced they generally are. What the game does remarkably well is how it points you in the right direction, usually subtly, every time. For example,
there was a ballpoint pen in Louie's room in Ch 8 when you are trying to fix the cassette tape. You aren't really supposed to use the ballpoint pen, but the game lets you try anyways with the minigame and then Kyle comments on how he needs a different type of tool, something more angled, but similar. This logically allows you to conclude that a pencil is more fitting than a round, ballpoint pen, because it has ridges around it, yet it is still similar in shape to the pen. This was a brilliant game design mechanic! Rather than leaving you to find the pencil like most adventure games, it provides subtle clues to lead you in the right direction
. The game is well designed, it goes out of its way to make sure you are never stuck at a puzzle and that everything is logical and hinted at through the dialogue. Sure, there is a lot of text to wade through, but thats what the games about, the story, and it accomplishes that goal marvelously. It was advertised as an interactive book, and it should be taken as such.

Buy Hotel Dusk if you haven't already. :D
 
I didn't care for it, but I didn't care for Trace Memory at all either. Something about Cing's style and design rubs me the wrong way, much like Camelot's does as well.

I am however very much looking forward to Professor Layton, though, love Level-5
 
I loved the style right when I saw the very first trailer, and was so hyped to play it. But once I actually did my interest kind of died down. It's been gathering dust for months now, I've played a couple of hours but it's been too slow and boring to catch my attention. I intend to finish it one day though.
 
It's not really a game... even by point and click standards.

That being said, I loved the artstyle and I enjoyed the story, although it was frustratingly bad at some points. Cing continues to develop as one of the more interesting Japanese developers, and I will certainly be looking for their next game.
 
Iron_Scimitar said:
+1

I wish there was a soundtrack to the game.

the bar has a jukebox which has all the music
. You can do what I do and just put headphones and tuck my handheld away when I wanna listen to game tunes. The DS is really inconvenient for that though, because once you close it the music stops. PSP does it much better..
 
The Crimson Blur said:
there was a ballpoint pen in Louie's room in Ch 8 when you are trying to fix the cassette tape. You aren't really supposed to use the ballpoint pen, but the game lets you try anyways with the minigame and then Kyle comments on how he needs a different type of tool, something more angled, but similar. This logically allows you to conclude that a pencil is more fitting than a round, ballpoint pen, because it has ridges around it, yet it is still similar in shape to the pen. This was a brilliant game design mechanic! Rather than leaving you to find the pencil like most adventure games, it provides subtle clues to lead you in the right direction
.

That particular puzzle was stupid. I try the (useless) screwdriver from the toolbox, it doesn't work. Try the pen, no dice. Who uses a pencil to wind a tape anyway? I always use my nail for that, and it works out fine.
 
Haha, after reading the FAQ I found out that you had to tilt your DS or shine the blacklight on the paper to read the number you have to input in the computer. I cracked the code manually, with pencil and paper. I saw that the numbers only went up to 29, causing me to wonder. I had a hunch...every letter corresponds with the number it is in the alphabet. Since there are 26 letters in the alphabet, 29 would be a logical choice for the ticker to stop. I thought that computer decoded by moving the letters over in the alphabet. For example, an A with the number 1 selected would be decoded as a B. The word AS would be decoded as BT with the number one selected. To test my hunch, I punched in the code with 0 as my number. It made the code retype. I wrote the code again with 26 as my number. 26 also made the code rewrite. Therefore, my hunch was right. I wrote the code on a piece of paper and analyzed the second word of the code. The word was two letters long so it would be easy to decode. On my paper, I decoded my second word with the numbers 4 to 25. The codes generated from the numbers 0-3 are repeated with the numbers 26-29 so I determined that it was unlikely that they would be the correct number. After decoding the two letter word, which is rather quick and simple, it took 30 seconds, I found that the word "is" was the second word on a certain number (17 for me, but the code is randomly generated apparently). I solved the code right then and there. I thought everyone had to do that...I had no idea the paper held the secret. lol
 
I liked the game right after finishing it due to the Metal Gear Solid 3 effect. That is, the ending portion was cool (maybe the last fourth?), but it clouded my judgment of the rest of the game.

In retrospect, most of the game really sucked. I'm surprised I beat it.
 
The weird thing is that if this game were released on PC, it would be a below-average adventure game. Furthermore, all the DS-centric puzzle-solving mechanisms in the game were terrible. Yet somehow, I enjoyed it. Maybe it's because I primarily play DS while lying in bed before going to sleep.
 
Good game. Great story. Neat puzzles. In my top 10 of the year. In fact, most of my top ten consist of DS games. DS rules. Get one if you don't already have one. thnx
 
Hated the whole pop quiz sections after each chapter. Regurgitated gameplay from Trace Memory.

Loved everything else
 
Maybe I didn't give it it's due before I traded it but I found it to be pretty much a book with an only mildly interesting story. I dunno, I read enough without having my gaming breaks filled with text aswell maybe I'm not the best person to judge a game like this.
 
I buyed the game about 2 weeks ago,and I finished it just 3 days later...,I was so hooked by the game like I wasn't in a lot of time...

First,the introduction is top notch,and probabily one of the best on the DS,maybe doesn't have incredible CG (like the FF III intro),but the art,the seting,the music is awesome....

Now,graphically the game is good,the Hotel is well designed with some pretty good textures and has a good amount of detail.The character portraits are awesome,they don't only are well designed and have very good drawing,the animations are pretty good,and each characters has a few of theme,so they can translate every emotion properly (something which lacks some of those type of game).

Now,I have to say,the game have a lot of text....,a LOT,maybe that's a reason why so much people dislike the game,and that combined with the writing...,it wasn't bad,but it wasn't good either,some of the lines are pretty lame,and others try to imitate a style of writing which looks a generic detective book for teenegers.That said,the plot and characters are pretty good,some histories are good and other are awesome,and the last part was supresingly good.

The puzzles are very well done,and they are pretty well introduced in the history and in the setting,some of them look a bit dull,and sometimes the game dosn't give you proper info about the next action for advance in the history
I remember being stuck,finding the cassete...,because it seems a simply sound of someone locking a door,must tell you,you have to look in the trash near the rooms from that door
,most of them lost the surprise factor,because a lot of the DS unique functions were already used in Trace Memory/Another Code,and that's why I have the feeling those were better.

I think this game is more a mixed of graphic novel/adventure game,and that's why I love it,It does a lot of things goood,the art style is amazing,the plot and characters are very good,the music is excellent (I love love love the roof track) and has some good puzzles.

I played 3 cing games (Glass Rose,Trace Memory and Hotel Dusk) and this one is the better of 3 and an excellent game,I must say one thing more, Cing ,must use more the dialog system of Glass Rose,it was awesome,really,the one on Hotel Dusk is pretty bad and lame.....

P.D:AH! I love the idea of using a notepad for writting tips and things,I hope more adventure games in the future on DS use something like that...

Grecco said:
Hated the whole pop quiz sections after each chapter. Regurgitated gameplay from Trace Memory.

Loved everything else

Forgot that,Cing need to scrap that in their next adventure game.

Is just plain sucks.
 
If only there were more adventure games like Hotel Dusk. Currently on my 2nd playthrough.

And yes, I'm an adventure game fanatic.
 
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