![]() However, this is mostly due to the extraordinary amount of conversation throughout. Hotel Dusk definitely addresses the brevity issue. The DS you held existed within the game it was displaying. Reflecting one screen in the other, closing the console to print the top screen on the bottom - these were splendid ideas, lost in a trite and incredibly short story. Three superb puzzles that saw the instrument with which you played the game - a folding plastic console - playing a significant role as you interacted with the game's world. ![]() It was, I think hindsight can confess, a weak game with a few lovely ideas. It's from the same team that created Another Code, which was rather inexplicably heralded as the great white (or black or pink, and in Japan, a sickly blue) hope for adventures on the DS. This is a story set very much in the real world, but with, well, rather a lot of coincidences. However, despite this impression, Hotel Dusk isn't going anywhere near any of that. Magical rooms, mysterious objects, peculiar characters. And with this put to you at the very start, it triggers ideas that were so beautifully explored in last year's Sci-Fi channel mini-series, The Lost Room. Sent to Hotel Dusk, Kyle finds himself booked into the Wish Room - a room, it is claimed, that will grant your wishes when you sleep there. ![]() His life is quite clearly not what it once was, and his deeply cynical attitude provides the lens through which you view the game. However, three years earlier he was a cop for the NYPD, until he was forced to, for reasons not explained until very near the end, shoot someone close to him. His jobs require not only hawking dodgy late 70s technology (as this is when the game is set), but also finding 'lost' items for clients. Kyle Hyde (and yes, he's very proud of his name) is a door-to-door salesman by trade, but with a slightly peculiar edge to his business. Far more interesting is examining how Hotel Dusk's animated pencil sketches look without coincidental comparison, but it does at least provide a vivid reference point for those who haven't seen it running. In the tradition of Another Code, the use of the DS to solve riddles is alive and well in Hotel Dusk: Room 215.The first thing people say when they see pointy clicky adventure Hotel Dusk is, 'That looks like the video by AHA from the 80s!' So it's the first thing I've said too, so it can be mentioned, and now forgotten. The unique hand-drawn character portraits and their animations are in black and white, making them exceedingly distinctive and able stand out, graphically speaking, from the rest of the game. The unique controls let even novices enjoy themselves. The DS system is held like a book, which allows characters on the screens to face left or right for more realistic conversations. Players follow the plot twists and turns as they hunt for their missing friend and investigate the mysteries of Hotel Dusk. Players hold their Nintendo DS like a book and use the touch screen to grill characters, search for clues and solve mystifying puzzles. Players check in and get ready for a night of surprises as they meet a cast of unusual characters and try to unravel the mystery in Hotel Dusk: Room 215, a gritty new graphic adventure for the Nintendo DS. Clues lead to an eerie, old hotel rumored to have one very strange room – a room where wishes are granted. ![]() Players take the role of Kyle Hyde, an ex-cop turned salesman trying to track down a missing friend.
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