Hotel Dusk: Room 215 (Nintendo DS) - Let's Play 1001 Games - Episode 676
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Hotel Dusk: Room 215
from https://en.wikipedia.org/wiki/Hotel_Dusk:_Room_215
Hotel Dusk: Room 215[a] is a point-and-click adventure game for the Nintendo DS. Originally titled as Wish Room,[1] the game made its first public appearance on May 9, 2006, at that year's E3 convention.[2] It was originally released in North America on January 22, 2007, before being released subsequently in other regions. The game supports the Nintendo DS Rumble Pak accessory. The game was later republished in 2008 as part of the Touch! Generations line of DS games. The game was developed by the now-defunct Cing. A sequel, Last Window: The Secret of Cape West, was released in 2010 for the DS.
The player, as Kyle Hyde, moves around and interacts with the environment using the DS's touch screen and must solve a variety of puzzles using the handheld's various features including the touch screen, microphone, and closeable cover. The DS is held rotated 90 degrees from normal, like a book, with an option in the game to allow the player to switch which side the touchpad is on depending on which hand is dominant.
Throughout the game, the player must speak with the various hotel patrons and employees in order to uncover vital information, and at the end of most chapters, must interrogate a major character in a manner somewhat similar to a boss fight. The player can show the characters items that Kyle has collected, or ask questions that have been brought to Kyle's attention. By asking the right questions, Kyle will uncover the information he needs. If he asks the wrong question, makes a wrong assumption, behaves rudely, shows the wrong item, gets caught with something that isn't his, or encounters someone (usually an employee) in a restricted area or room (either by noticing him or getting their attention), he may confuse, frighten or anger the person, usually indicated by a darkening of the character in question. This can also prematurely end Kyle's mission in failure, usually by the hotel manager expelling him from the premises or a crucial character ceasing to cooperate with him, preventing him from ever solving the mystery.
Production took about a year and a half with 20 staff members involved. In an interview with QJ.net, Director Taisuke Kanasaki explained that they wanted Hotel Dusk to have "an unprecedented visual expression not found in any other game".[citation needed]
The game uses rotoscoping to animate its characters while a brushwork style illustrates the game's environments with half-finished backgrounds with 3-D objects strewn about. While not a first in gaming, rotoscoping is still rare in most games (with only a handful, namely the original Prince of Persia using the animation style).
Despite its title change, the game's original title was maintained for its Japanese release, and it influenced the game-specific suffix of the product ID Nintendo assigned it, which would start with "AWI". In addition to being a spiritual successor to Another Code: Two Memories, Dusk's story shares loose ties to that of Another, implying that it is an indirect prequel to it.