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Customer Review

38 of 40 people found the following review helpful
4.0 out of 5 stars Kinda slow...yet kinda cool !!, 9 April 2007
This review is from: Hotel Dusk: Room 215 (Nintendo DS) (Video Game)
As the previous reviewer metions, the comparisons between this game and 'Trace Memory' are unavoidable. Hotel Dusk: Room 215 follows a lot of the formula and borrows most of the same elements of Trace Memory, but in a package that's far more mature almost to the point where you'll wonder if you really saw "Published by Nintendo" on the packaging. The almost overly extensive, wordy narrative and slow pace are a little hard to ignore, but hey -- this game's supposed to play out like a good detective mystery. And it indeed does. Hotel Dusk is a great read even if it takes a while to figure out what the heck's going on.

The game's tale unfolds through a very old-school point-and-click adventure style. It's a genre that's slowly died out over the years, but with games like Phoenix Wright hitting the scene it's a genre that's strengthening in numbers on the Nintendo DS. In Hotel Dusk players have a little more freedom than Capcom's lawyer series thanks to a more open environment and more things to do. You travel from area to area by sliding the stylus around on the map, with the other screen showing Kyle's view in full 3D. If you manage to enter an area that can be inspected, clicking on the magnifying glass icon will shift to a closer view to see and interact with items.

Hotel Dusk takes a cue from Nintendo's Brain Age and presents its storyline just like a storybook, going so far as to require players to rotate their systems and play the game in vertical fashion. Because the game's played entirely with the stylus this vertical orientation works. And yes, it's both righty and lefty friendly. The story is truly engaging even and handled far better and far more interestingly than Trace Memory, which sort of collapsed towards the climax. Even allowing for plot issues, Hotel Dusk's story is solid all the way through.

Absolutely, positively do not play this game if you're not fond of reading in videogames. Hotel Dusk's dialogue is incredibly extensive, and requires lots of interaction of the player to explore several conversation trees. Some conversations can actually end the game if you pick the wrong question or answer, so it's important to pick up on the different characterizations so you know just how to handle the interaction. The wordy dialogue is easily Hotel Dusk's biggest hang-up so you should know ahead of time what you're getting into. But if you've trained yourself with the previous two Phoenix Wright games from Capcom then you've got nothing to fear. All in all, it's a nice revitalization of the point-and-click adventure genre on the Nintendo DS.
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