The Observer, February 16, 2007
Volume XXXIX, Issue 17
Clues add up in Hotel Dusk: Room 215
The Nintendo DS seems like it would be the perfect home for point-and-click "adventure" games, but up until very recently, developers have failed to capitalize on this potential. Trace Memory was a solid first attempt, but the game was too simple for genre veterans. Litigation simulation Phoenix Wright was a bit more successful, but the humorous dialogue couldn't make up for some of the slower court trials. Now, Nintendo's own Hotel Dusk: Room 215 attempts to bring something new to the table, as it is simultaneously an adventure game and an interactive graphic novel. Though there is plenty of room for improvement, this detective story is a perfect fit for the DS.
In this clear homage to film noir, Hotel Dusk features dozens of characters with secrets to hide, including a police detective named Bradley. It seems that this cop divulged confidential information to a powerful crime syndicate before going on the lam. Years later, his former partner, Kyle Hyde, is hot on his trail. Now working as a traveling salesman, our hero arrives at the titular hotel to run a few errands, but he immediately discovers some clues that could point to Bradley's whereabouts.
The story is the real attraction in this adventure. This is one of those rare games in which the narrative is incredibly well-crafted. When a game evokes memories of Raymond Chandler novels, you know that it is something special. You'll encounter many memorable guests, all of whom are connected through coincidence. Perhaps this may seem contrived, but everything comes together perfectly in the tenth and final chapter. It should also be noted that Hotel Dusk's localization is phenomenal. The detective, the hotel owner, the maid – all of them have distinct personalities thanks to witty dialogue and appropriate lingo.
Unfortunately, this interactive novel stumbles a bit with its interactivity. The puzzles are never challenging, since the game insists on holding the player's hand the entire way through. If you find a crowbar lying around somewhere, you can bet that you'll need it in just a few minutes. These puzzles remain fun thanks to some creative touch-screen mini-games, but you will wish that the game was a bit less linear. Likewise, the branching dialogue trees have been pruned too much. Kyle is always limited to just a few questions. There are no "choose-your-own-adventure" moments here. Hotel Dusk will take at least twenty hours to complete, but multiple endings could have kept this in my DS even longer.
Though the gameplay may be minimal, you will still have to navigate your way through the hotel. The interface is simple but effective, thanks to a handy overhead map on the touch-screen. The 3D hallways and rooms are detailed (by DS standards), with suitably washed out walls and cluttered furniture. The characters are all hand drawn. Most impressive is the animation, reminiscent of a-ha's "Take On Me" video, which makes everyone come to life during conversations. In terms of art direction, this raises the bar for story-driven, handheld games.
Even if you're not into lengthy cutscenes and text in your games, I'd still strongly recommend checking out Hotel Dusk: Room 215. I would have appreciated more freedom, but this first effort will hopefully inspire other developers to improve upon this model. This gritty mystery is as "mature" as they come, and like any good book, it is hard to put down.





