![]() ![]() ![]() 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. In the Hotel Dusk, everyone has a secret, and everything is connected if you just know how to join the dots… As Hyde looks for further clues he learns things that entangle him in the lives of the staff and other guests – a weird ensemble of ex-cons, writers, drunks, ladies and losers. While he’s there, he finds evidence that links the motel to his old partner: a cop gone bad who betrayed him then mysteriously disappeared. He’s there to collect a package and pick up a couple of items. Hyde, a deadbeat ex-cop turned travelling salesman checks into a ropey desert motel. Update 44.The setting might be 70s California, but the setup is classic 40s noir. Normal game dialogue will be in normal text. So how are you going to differentiate your commentary and the game's dialogue? The story is mostly the same and I will be pointing out major differences between them. ![]() I'm also doing the normal run in a completed file and the game over run in the new file. I am going to do all the game overs in a chapter AFTER I finish the normal run in that chapter. I heard that there are many game overs in this game? Please don't spoil any plot twists, though. I'm planning to LP the sequel, Last Window: The Secret of Cape West, whenever this LP is done, so no spoilers for that game is allowed.Įdit: I'm asking for help in getting the Game Overs in that game, so any explanations about it can be made in spoiler tags. NO SPOILERS AT ALL ARE ALLOWED, EVEN IN SPOILER TAGS!ĪGAIN, NO SPOILERS ARE ALLOWED, EVEN FOR THE SEQUEL! It's a mystery visual novel created by (now defunct) Cing for the DS. ![]()
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