![]() You might liken it to Phoenix Wright or even Nintendogs, in that it’s probably going to be unlike anything you’ve played before. ![]() This helps keep you on top of what’s happening, especially if you haven’t played for a while since your last save, but it feels like tacked-on busy work.Īside from those couple of minor annoyances, however, this is the sort of unique title that the DS is starting to become known for. Hyde will stop to collect his thoughts by reviewing important points from the piece of the story you’ve just finished and you’ll have some simple multiple choice questions to answer. The other thing that might annoy some players is the quiz at the end of each chapter. It goes along with the whole detective theme, but in the end it can be kind of frustrating. There are several points in the game where you might be reduced to highlighting every clickable piece of the environment, scouring the entire hotel with a fine tooth comb in search of anything that might trigger an event. A few of the in-game puzzles use the DS in surprising ways that will throw you for a loop and the spot-on writing truly brings the characters to life. Black and white dominates, but clever uses of color as emotional indicators is brilliant. The animated sketch art style looks beautiful on the DS and will instantly catch your attention. What to do, who to see, and what to say are almost too clearly laid out, leaving little for the player to solve on his/her own.Īrgument over whether or not Hotel Dusk should be classified as a game or an interactive novel aside, it was hard for me not to enjoy my stay. The game is not only incredibly linear, but it does everything short of ship with a Prima strategy guide. Where Hotel Dusk departs from the classics, though, is its difficulty. Once these objects are found, they trigger conversations that lead to more objects that will in turn trigger other conversations. You move from room to room, tapping (clicking) objects in the environment until you stumble upon key objects that advance the plot. If that sounds at all familiar, it’s because at its heart, Hotel Dusk is a typical point and click adventure. By “going,” I mean tapping on objects all over the environment, tapping your way through conversation trees, and every now and then solving simple puzzles. So it’s a good thing the game contains a surprising amount of clever dialog and a story that (for better or worse) raises enough questions to keep you going. The game is broken up into chapters that end in multiple choice, reading comprehension tests. What this means for you, the player, is that there’s going to be a lot of reading. So if you see this Hyde character and he’s looking like he might want to spark up a conversation, make sure you don’t have any plans. The simplest statement might spark what seems like a never-ending battery of questions about anything from bookmarks to personal details about your family. He’s also a nosy bugger, too - questions abound. No one can escape his wrath little girls, world-renowned authors, the bellhop - hell, even if you’re mute, Kyle will chew your ear off. You take on the role of former NYPD detective, Kyle Hyde.
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