![hotel dusk hotel dusk](https://vignette.wikia.nocookie.net/hoteldusk/images/3/37/Melissa_on_stairs.png)
Since there's nothing to point you in the right direction, this means that you spend a lot of time wandering the halls, clicking on everything in sight. With absolutely no prodding whatsoever, you have to go and do something completely and utterly random. Much like Trace Memory, the game gives you so much prodding and foreshadowing that, coupled with the general lack of things to do, you'll generally have worked out the solution to every puzzle before the game is even done overexplaining it to you.Īt their worst, Hotel Dusk's puzzles lack any sort of logical rationale or cause-and-effect relationship.
#Hotel dusk series#
So it's too bad that the gameplay ranges from barely-passable to awful.Īt their best, Hotel Dusk's puzzles are a series of rigidly linear (there's usually only one thing you can do at any given time), highly telegraphed problems. From the graphics to the dialogue to the amazing lounge-jazz soundtrack, the presentation is brilliant, innovative, and breathtaking. This is a labor of love.Īnd let me make very clear to you that I am not one of those people who feels like I am best buddies with Cloud and Sephiroth that is to say, I play a lot of games with cool characters but have never, ever been so wrapped up in them as I was with Hotel Dusk. I can picture them staying up late at night, debating little bits of word choice here and there, tweaking the lines until the wee hours of the morning. This is really the most mature, adult-oriented game that Nintendo's localization writers have ever gotten to work on, and you can sense the pure joy that they took in crafting the personality for each character. Combined with the realistic, animated portraits, the great writing and down-to-earth, humanistic portrayals make Hotel Dusk's characters come to life, more so than any other game character I could name. And I really can't stress enough just how superlative Hotel Dusk's writing and characters are.