REVIEW

Nintendo DS Review: Hotel Dusk - Room 215

Written by Jason "Njiska" Westhaver
Published March 10, 2007

Back in 2005, small Japanese developer Cing, Inc. released a rather ambitious adventure title called Trace Memory. While the game was severely lacking in terms of story, character development and puzzle difficulty, it did make use of all the features of the DS and showed just how powerful the system could be in the hands of the right developer.

Now Cing is back with a new adventure game called Hotel Dusk: Room 215 and we're all left wondering if they've learned from there mistakes. Unfortunately the answer to that question is far more complicated then you'd expect.

As far as story and character development are concerned, Cing has definitely improved. This time around, characters are richer and more alive, while conversations, the bulk of the game play, feel fluid and natural - a rare occurrence in modern adventure games. In fact, the entire localization team deserves a big pat on the back for the relatively few spelling mistakes and the true expertise they showed in writing vocal accents.

Something kind of unique about Hotel Dusk is that all the characters have fully fleshed out back-stories that neither begin nor end at the hotel. While they are all caricatures of the sort of patrons you'd find staying in a slummy hotel, they are not simply there to advance your own story. Though Dusk is the end of the line for you, for them it's merely one more step on their respective journeys. In many ways this helps make Hotel Dusk seem more real and alive instead of falling into the trap of simply being a means to an end like so many games before it.

Visually, the character designs are nothing short of stunning. In their previous game, Cing had chosen a very Japanese art style, but in Hotel Dusk they've instead opted to go with more western style character designs. In addition to the more realistic look of the new style, Cing has also made the characters look like they are sketches. This helps give the game a sort of film noir feel and just looks fantastic. Sadly the same cannot be said for the parts of the game that are rendered in 3-D.

Textures are flat and pixilated, completely lacking the artistic detail that the 2-D character sprites have received. Considering the level of detail put into over 2-D assets and the small size of the game world it's hard to understand why this is the case.

page 1 | 2
Jason Westhaver is your average beer swilling, hockey loving canuck, born down east on the south shore of Nova Scotia. As a life time gamer, avid cinema fan, and fierce Red Tory (think right of centralist), he has become known for his strong views, fierce logic, compulsive megalomania and slight alcoholic tendencies (by Canadian standards).
Keep reading for information and comments on this article, and add some feedback of your own!
Nintendo DS Review: Hotel Dusk - Room 215
Published: March 10, 2007
Type: Review
Section: Gaming
Filed Under: Gaming: Nintendo DS
Writer: Jason "Njiska" Westhaver
Jason "Njiska" Westhaver's BC Writer page
Jason "Njiska" Westhaver's personal site
Spread the Word
Like this article?
Email this
Submit to del.icio.us Save to del.icio.us
RSS Feeds
All RSS Feeds (240+)
Comments on this article
BC articles by Jason "Njiska" Westhaver
Gaming: Nintendo DS
All Gaming Articles
Jason "Njiska" Westhaver's personal weblog
All Review articles
All BC articles
All BC Comments

Comments

Want comments emailed to you? No spam, promise! Address:

Add your comment, speak your mind

(Or ping: http://blogcritics.org/mt/tb/60821)

Personal attacks are not allowed. Please read our comment policy.





Remember Name/URL?

Please preview your comment!

Fresh
Articles
Fresh
Comments