Hotel dusk room 215 for pc1/23/2024 You actually resent some of the more trivial mini-game puzzles just because, for example, completing a sixteen-piece jigsaw puzzle is a lot less interesting than finding out what happened to Melissa Woodward’s mum. Sure, they have secrets, but they also have well-grounded back stories and solid motivation, and uncovering why, say, famous author Martin Summer is so concerned with an ordinary notebook or why rich-kid Jeff Angel hates his dad is more compelling than the more obvious ‘puzzles’ like getting the broken lock open on your suitcase or ditching stolen goods. The good news is that the game’s multiple storylines are genuinely involving, and its characters are genuinely interesting. Each game essentially relies on your ability to search the virtual environments, spot the hints and contradictions in what other characters say to you, and then ply the most pertinent question or statement at the most appropriate time.Īnd this is the key to the game’s strengths and its biggest weakness. Maybe you could bundle it and the Phoenix Wright games into a whole new genre: the talk ‘em up. One chat leads to a clue a little close observation opens up new avenues of investigation showing the right character the right object at the right time can give you an answer that leads you on to a whole new set of questions. It’s a game of detection and – most of all – interrogation. This isn’t a game of action sequences, or even of complex puzzles. It’s one of the best graphic adventure interfaces I’ve seen since the good old days of point and click.īut the really surprising thing about Hotel Dusk is its approach to the gameplay itself. It’s not just an interesting approach: it keeps the gameplay simple while helping to build a sense of immersion. Start talking, and the left hand screen gives you your side of the conversation while the right-hand screen shows the other character’s reactions, then enables you to choose your next line. Open the close-in view, and the right-screen changes so that you can examine or manipulate particular objects, or even take an object from a character’s proffered hand. Using the stylus you can drag your character around or – by selecting from icons at the bottom – investigate a particular area, check your notebook and inventory or strike up a conversation with another character. Most of the time, the left-hand screen is used to show your current view, while the right hand screen provides a scrolling 2D floorplan (the views can be switched and the DS rotated if you’re left handed). As with Brain Training, you hold the DS vertically like a book. What’s more, Hotel Dusk isn’t afraid to embrace the possibilities of the DS’ dual-screen format. The colour palette is subdued, the character design is suitably gritty, and it all comes close to a perfect marriage of hard-boiled cool and visual smarts. Think artsy French graphic novel meets A-Ha’s Take on Me video, with hand-sketched figures animated over stylised 3D backdrops, a few cool cinematic twists, and a lot of constantly shifting line-work. or the average Nintendo DS game, then the same goes for nearly every aspect of Hotel Dusk: Room 2015. If the story above sounds more sophisticated than, say, New Super Mario Bros.
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