En-ou said:stuck and need some hints.help! :|i just went downstairs to dunning but he just asks me to pay and goes back in his office. i think i am supposed to open my case somehow to get the money. kyle said he can pick the lock maybe. there's a wire hanger in my room but he doesn't really take it.
En-ou said:stuck and need some hints.help! :|i just went downstairs to dunning but he just asks me to pay and goes back in his office. i think i am supposed to open my case somehow to get the money. kyle said he can pick the lock maybe. there's a wire hanger in my room but he doesn't really take it.
Mockingbird said:Spoilers. Not recommeneded to highlight unlesss you've beaten game twice.
I've determined that whether or not you acquire the item in room 220, it has no effect on whether or not you get to view Jenny's entire face in the epilogue. However, I am unsure whether or not solving the message to get you into room 220 has an effect or not. Though acquiring the item itself merely adds a short scene with Kyle and Mila at the game's end, provided Mila decides to leave Hotel Dusk with Kyle. Also, Jenny's face does not get revealed on the first playthrough. If you get the Jenny epilogue on the first playthrough it will ONLY show up to her neck and chin, emphasizing the J necklace that she wears. Once you beat the game once you will be see Jenny's full-face provided you meet the conditions to acquire the epilogue.
Here are the two-screenshots of Jenny from the epilogue, courtesy of Gamefaqs:
http://img.photobucket.com/albums/v55/chi_master/Jenny.jpg
http://img.photobucket.com/albums/v133/chuji3/jenny.jpg
List of differences from 2nd playthrough (Huge spoilers once again):
1. Different phone conversations with Kyle and Rachel
2. Different Star Numbers for Vending Machine Item
3. Possible different vending machine Item, depending on which set of star numbers you get. I think if the star number at the lobby is +10, it's the bunny doll, though this is but a guess.
4. Jukebox list will be complete
5. Mysterious Tape Item that grants access to Room 220 if you can solve it.
6. Increased text speed if you hold down button/touch screen. Do both for super-scroll speed.
7. Ability to extend Mila's ending by acquiring Mila's Treasure.
8. Ability to see Jenny's face in the epilogue.
9. Availability of new vending machine item - Candy (maybe a new one will be available on thrid playthrough too?)
Also, there's one part where Kyle asks himself why he came to Hotel Dusk. One of the choices was "to look for my father." A reference to Trace Memory. Credit to Gamefaqs for noticing this.
Buttonbasher said:So when do you get the Mysterious Tape? I just started Ch. 9 on 2nd playthrough, and am doing the apple painting round up. Do you get it after this? Or did I mess up
That doesn't really need a spoiler tag. There's a difference between Red question marks, and the red wave. The Red wave is the bad one.Mardak said:I've been playing through a second time, and I'm at 9pm. I've been avoiding all "press" sequences unless it's the conversation that results in red ?s. It seems like the game will always just have Kyle thinking about what the person said after taking a few steps, so I don't think it's any faster to skip first then talk later.
There are some parts where you do have to press such as when you first.run into Louie delivering packages
Sho Nuff said:I love adventure games, but this one bores me stupid.
My problem is that I always play it at night, and now when I play during the day, I get tired. Same thing happened with Phoenix Wright, and the Halo 2 Volume 1 soundtrack.Sumidor said:Even though I enjoy this game quite a bit, I think I can only play for like 20-30 minutes max before I need to stop. But then i'll take like a few days off of the game I can't remember what to do..
GDJustin said:Beat the game tonight. Been taking my sweet, sweet time with it. Ending spoilers:
Didn't anyone think it was weird that the "happy" ending involvesHyde leaving with a 19-year old girl that basically has the mind of a 9 year old? That's ****ed up! She was in a coma for 10 years! She never advanced past the 4th grade!
I mean, yeah she'd been out of it for six months, but still. It bugged me the entire game - her talking like an adult, etc.
Besides, Hyde has the hot-ass Rachel back at Red Crown HQ that clearly wants his nuts. I'd take her over creepy mute girl.
grandjedi6 said:There are multiple endings and differing playthroughs
And the game never implys a love relationship between the two.
Better question is what did Rosa do to her while she was asleep. So hot. Maid on sleeping chich action FTW!!!!!!1GDJustin said:Besides the dreamy look on Kyle's face and in her eyes afterYou give her mouth to mouth
Regardless, it's still freakin weird. She needs to go to school. She needs help. How did her muscles still work? etc etc.
I'm working on 3rd, and some stuff is different. I'm being nice to Iris. I expect to getAshStrife said:Finished the game for a third time, but got the same conclusion as my second run through.
It seems the rumors of epilogues with other characters weren't true after all.
teiresias said:OK, I think I have an issue, and might have a bug.
I've just been told by Iris on the stairsthat Dunning is searching everyone, so I went back to my room to stash stuff in my suitcase. I put the cash, the 217 key, and something else, can't remember in the suitcase, then saved the game, then went downstairs. Dunning was there and found something (the stuff I now know, after reading a FAQ I also should have put in there). However, when I load the save game from before I still have the cash on me (although I'd put it in the suitcase before I saved my game) and it won't even let me put it in the suitcase, in fact it won't let me put any of the stuff I need to put in the suitcase in the suitcase.
Any ideas?
milkham said:did you try putting stuff back where you found it? like the toolbox?
Are you trying to put the stuff in when the suitcase is open? If so, try it when it's closed. In the 3d view.teiresias said:I'd put all the tools back earlier, all I have left is the stuff I need to put in the suitcase and it's not letting me do it.
Buttonbasher said:I'm working on 3rd, and some stuff is different. I'm being nice to Iris. I expect to getThe Grace Ending because I've already been shown a picture of her by Kevin
Unless you played Another Code: Two Memories for Nintendo DS, chances are the name Cing won’t ring any bells. This small development house is based in Fukuoaka, Japan, and employs only a few dozen people working on projects for a variety of game platforms.
As with Another Code, Cing have stayed true to their mantra of creating unique experiences, when developing Hotel Dusk: Room 215. Now we take a look behind the scenes, as we sit down for a chat with Mr. Takuya Miyagawa, CEO of Cing and Producer of Hotel Dusk, to discover how an interactive mystery novel is made…
Nintendo of Europe: Mr. Miyagawa, with the success of Another Code: Two Memories under your belt, how do you approach your next project?
Takuya Miyagawa: “When we started thinking about our next project after developing Another Code, we still really wanted to create a game that pursues the affinity between the adventure game and the Nintendo DS hardware, much like we did on Another Code. Yet we dared to refrain from making a direct sequel to Another Code, and chose the challenge of creating an adventure game that includes unprecedented forms of expression, which can reach out to a new audience.
“Thus Hotel Dusk became a mystery adventure game, focusing on a storyline with adult appeal. We very much tried to enable the game to dwell in the heart of the player - the theme of the game is that ‘everybody has a wish’.
“When you play a game, you will have a variety of expectations. You may want to feel exhilaration when you defeat enemies, or you may want to have a sense of accomplishment when you solve a mystery. Overall we believe that the adventure game is a genre that allows us to express ourselves freely, in which it is easier to convey the kind of experiences that can really pull at players’ heart strings. We feel that Hotel Dusk allowed us to truly highlight these aspects.”
NoE: Which works inspired you when creating Hotel Dusk? Are there any mystery novels or films that influenced you in particular?
TM: “The film ‘Paris, Texas’ by Wim Wenders inspired us most when creating Hotel Dusk. Other big influences were ‘Bagdad Café / Out of Rosenheim’, a German film from the 1980s. And where the animation is concerned, there’s the obvious influence of a-ha’s music video for ‘Take On Me’.”
NoE: Right, it’s a very distinct style of animation that adds a lot of emotion to the characters. Who was responsible for that, and how did you go about creating these animations?
TM: “Mr. Taisuke Kanesaki, the Director of the game, was in charge of the art direction, as well as character rendering. First, we create a character’s design, and then draw personal expressions. Based on that, we film similar-looking models and gather footage. After that, we turned that footage into data, and we basically traced the movements and added their shadows for the final effect that you see in Hotel Dusk.”
NoE: Could you give us some examples of the particular challenges you faced in setting up this interactive story?
TM: “We really wanted to properly express the stories of each character in Hotel Dusk, and so we decided to make the story like the film ‘Grand Hotel’, in which multiple characters’ different human dramas are all happening simultaneously during a limited time frame and in one confined setting.
“To make the story more interesting, we wanted to incorporate the possibilities of interactive dialogue, and the possible forms of expression this entails. From this idea we developed Hyde’s system of questioning and interrupting dialogue to pursue a train of thought.
“The interactive dialogue really came to life because of the fact that the screens are positioned vertically, and because we spent so much time on animating the different characters, so we were able to realise an abundance of different expressions. We have defined these characters with the utmost precision, down to the deepest details of their lives.”
NoE: Some critics might say that there is no such thing as an interactive story, that the player is eventually led to his story destiny. How much influence does the player of Hotel Dusk have on the resolution of the plot? Are there different endings?
TM: “In Hotel Dusk, players will play the main protagonist, Kyle Hyde. The player will select the actions and utterances, but he will not be able to completely control Kyle freely. He will imagine what Kyle really thinks, ponder what would Kyle Hyde do in this situation?, and thus go forward in the game.
“Therefore, if you select an action that Kyle would never do, sometimes it could be Game Over for you. Overall, the main storyline does not change, but we did prepare several kinds of endings that can be changed depending on how you play the game.”
NoE: In a novel, people can always continue reading, but in an interactive mystery novel, they might get stuck. How did you balance the interactive challenge with the desire to progress in the story?
TM: “During development, we take special care of crafting a storyline that can work as a video game. This time, we were aiming to create an adventure game with a storyline that people are more likely to find in novels, but which still has the elements that only games have, such as puzzles involving the player along the way, and that sense of accomplishment you will feel when you get through certain situations and challenges.
“It is very difficult to adjust the gaming balance between the storyline part and the actual game part, as the player is guided in the direction the plot takes. Our biggest consideration at all times is, how do people feel when they are playing? And we take it from there.”
NoE: How do you see the future of the interactive mystery novel as a genre of video games, and do you already have ideas for a follow-up title? And will we see Kyle Hyde again?
TM: “We think in the future, there will be games where people can deduct – can draw conclusions - with various other people at the same time, by making use of a network feature. We think at that time, games will become truly interactive.
“As for Mr. Hyde - we think that he is also looking forward to meeting you again.”
NoE: What would you wish for, if you spent the night in Room 215 of Hotel Dusk?
TM: “We hope that many people in Europe will like the game.”
NoE: Thank you very much for your time!
Solve the mystery of Hotel Dusk: Room 215 from April 13, only on Nintendo DS. Find out more on the Touch! Generations website!
As for Mr. Hyde - we think that he is also looking forward to meeting you again.
NoE: How do you see the future of the interactive mystery novel as a genre of video games, and do you already have ideas for a follow-up title? And will we see Kyle Hyde again?
TM: We think in the future, there will be games where people can deduct can draw conclusions - with various other people at the same time, by making use of a network feature. We think at that time, games will become truly interactive.
As for Mr. Hyde - we think that he is also looking forward to meeting you again.
Well, I've got wood.ethelred said:Hotel Dusk 2? I'd totally be up for that.
F**K YES!ethelred said:Hotel Dusk 2? I'd totally be up for that.
McBacon said:The game comes out in Europe on the 13th
I pretty much enjoyed playing it; the story and characters are good, the gameplay is complete crap.