Deconstructing the game: Hotel Dusk: Room 215

Now granted, adventure/puzzle/choose your own path games have to have a certain level of specificity or else I could (or should) just break the games intended flow… but maybe this is the way these games need to start heading, even if it is on such a minor level such as my wanting to break open the brief case with a screw driver (a useless one at that, it doesn’t even have a point being in the game).

If the genre doesn’t want to open up more, the narrative needs to tighten up and have the protagonist mention that he really doesn’t want to break into the briefcase in such a damaging manner instead of just saying, “Not gonna get much use out of this” every time I try to force open the lock with a crowbar. Either way, something has to be fixed with the vague specificity these games tend to cling to.

Plot holes, plot holes, plot holes. I am a person who can generally fill in the cracks myself when watching a movie or playing a game and I’ll usually allow some things to slide when others get extremely bent out of shape over an omission of something being said in a narrative (Heavy Rain, anyone?). But for some reason a lot of what doesn’t get said in the end game (such as letting some people know about some new clues surrounding the whereabouts of a missing family member or that nothing gets said about an attempted murder) just bugged the shit out of me.

Black and white and read all over: Hotel Dusk has a very primitive dialog tree and sometimes the choices are a little too easy to tell what is the right or wrong answer, usually it is denoted by an exclamation point at the end of the sentence whenever having “boss fights” where you attempt to make someone spill the beans to the point where the can is empty.

Very little game here…:This is an issue that seems inherent to the interactive novel type idea. As game writers become more interested in creating an interesting story for an adventure game the actual game bits get pushed to the side. A lot of the games issues stem from this choice, but if developers would add more things to do than just walk from conversation to conversation with the occasional choice in a conversation of minor puzzle to solve, I think this genre could pick up and find itself a more legitimate fan base.

Ok, now that my 49% of complaints about Hotel Dusk are over, here is the 51% that kept me playing this “game”.