Jason Dobson

Hotel Dusk: Room 215

January 22, 2007

The sign of any good mystery, be it a movie, book, or video game, is that it keeps the audience guessing until the last possible moment, while at the same time offering just enough tidbits of information so that everyone has their own ideas as to how it will all play out in the end. Developer Cing, best known as the force behind 2005’s Trace Memory for the Nintendo DS, has again graced Nintendo’s touchable handheld with adventure gaming care of Hotel Dusk: Room 215. However, while Trace Memory excelled in spite of its short length and overall lack of difficulty through its endearing story and characters, Hotel Dusk offers players a much more complete, and fulfilling package. Set in December 1979, Hotel Dusk tells a day in the life tale of Kyle Hyde, a former New York cop who through circumstances three years prior has found himself without a badge and working as a traveling salesman while at the same time trying to piece together the loose ends of his former life. As the game begins, his current job has landed him in dive known as Hotel Dusk, which not only turns out to have is own peculiar history, but also seems to draw in elements and people from Hyde’s past in a manner that is far too eerie to be just a coincidence.

Hotel Dusk is unique not only in its Tex Murphy film noir style story, but also in the way in which it is played. Rather than holding the Nintendo DS in the traditional manner, Hotel Dusk is played by holding the console sideways in much the same way as Nintendo’s Touch Generations branded Brain Age. The touch screen displays a blueprint of the current room, complete with icons for both Hyde and other hotel patrons. Here the detective can be moved by using the d-pad, though truthfully using the stylus to touch and drag on the screen to direct him to his destination is much more comfortable and user friendly. The other screen displays a polygonal 3D view of what he sees while walking about, allowing the player to keep an eye out for clues while exploring the hotel.

When near an area that can be investigated, a magnifying glass icon near the bottom of the touch screen will flash, the touching of which switches the blueprint view to a 3D image of the area with various touchable hotspots for further investigation. In addition, perhaps the coolest feature of this screen is a slider bar that allows the view to be pivoted slightly from side to side, potentially highlighting items or clues that were previously obstructed.

However, it doesn’t take a long time spent with Hotel Dusk to realize that besides weaving an intriguing mystery, the game was designed to confound, confuse, and even frustrate time and again. Unlike many of its contemporaries, Hotel Dusk does not hand over every clue and spoon feed directions as to where to go from moment to moment, a design methodology that is sure to please hardcore sleuths, while at the same time only further bewilder those who are either newcomers to adventure gaming or simply might need a little extra hint along the way.

There are few glaring hints to be had here. Information is handed over in pieces, sometimes cryptically so, and many times it is not entirely clear where or how to proceed next. Adding to this is that while time plays an important factor in game’s story, progression is based on event triggers, making the clock more or less irrelevant to Hotel Dusk’s actual gameplay. What this means is that if a clue was missed or overlooked, a player could find him or herself wandering aimlessly about the available areas of the hotel, knocking on doors and clicking on anything and everything in a faint hope to discover the next move while the game world itself sits at a standstill until the next event is triggered. An example of this plagued us during the game’s third chapter, where we were sure that we were to backtrack and find an angelic bookmark for one of the hotel’s more eccentric residents, only to stumble upon the true next course of action purely by accident after over an hour of hitting our heads against the wall.

To help somewhat with this, the game offers a memo notebook within which the player can scribe real time notes, though to be fair, it’s oftentimes difficult to pull the true clues out of a conversations amidst all of the characterization. Because of this, more than a handful of guesswork comes into play in determining what to write down. Thankfully the game does take care of recording some information on its own, namely the names of the hotel residents, as well as where they are staying or what their job is at Hotel Dusk, but the onus for keeping track of any other pertinent details or clues rests upon the the player’s shoulders. Unfortunately, the game really only gives a couple pages of virtual paper on which to write, making Hotel Dusk a throwback to the earlier days of gaming that had players manically taking notes in the real world in order to keep everything straight.

As mentioned, conversations with the hotel residents play a crucial role in uncovering the game’s underlying mysteries. In a typical fashion, dialog breaks down into lengthy conversations that eventually open up a number of story critical and optional branching paths. However, in an interesting twist, Hyde will occasionally be able to interrupt a person’s responses with additional questions or remarks of his own, giving conversations a much more fluid, even dynamic feel than are found in most games of this type. Simply tapping the interrupt icon when it appears will prompt Kyle to hold up his hand and interject in a manner one would expect from a police officer interrogating a witness. Even in a different job, Hyde’s mannerisms are very much that of a detective.

Adding to the conversation dynamic are hot words that Kyle will key on as conversations continue, which in turn open up new topics on which to follow up. The game breaks these topics down into different color coded categories, cluing the player in on the vital or even superfluous nature of the questions being asked. While some topics, colored white, may be specific to the person currently engaged in a conversation with Kyle, other topics, colored yellow, may be carried on from person to person until the issue is resolved. Finally, red topics are critical questions that pertain to a particular problem at hand.

Interestingly, not all of these conversation paths are advised, and it is entirely possible for Kyle to ask the wrong questions or push the wrong buttons, forcing the player to either retry the scenario, or load from a previous save. Thankfully, Hotel Dusk can be saved anywhere, though it only offers three save game slots.

Stylistically, Hotel Dusk marries pencil sketched characters and water colored backdrops with traditional polygonal environments in a manner that should be jarring, but instead feels both unique and altogether perfect. The characters themselves are distinct and very expressive, each displaying mannerisms reflecting their attitude regarding a particular line of questioning. Ask Louie about his past, and he’ll clam up and try not to make eye contact, or sweet talk Iris to see her beam like a schoolgirl. Most every game has characters, Hotel Dusk has personalities.

Overall, Hotel Dusk is a class act. It may not be a cake walk the first time through, but for those who can deal with the occasional head scratching bouts of frustration, this game is another winning addition to the Nintendo DS library. Everyone should spend at least one night in room 215. It’s a mature, thinking person’s game that should not be missed.

Under the cover of moonlight, we speak with Atari’s Jeremiah Cohn, who is currently serving as the game’s product manager here in North America to find out more about what players can expect from Bullet Witch when it ships during the first quarter of 2007.With 2006 in the book and the so-called next generation of gaming now very much the current generation, we now begin to look to the horizon for what these new consoles will offer us in the coming year. Some of these titles are known, riding on an already well established wave of media and publisher driven hype. Others have not been so quick to stir the gaming public into a frenzy, though perhaps they may be just as deserving.

While 2006 was a trying year for struggling publisher Atari, the company saw some measure of next generation success with its Eden developed sandbox racing title Test Drive Unlimited. While far from a blockbuster, the game did garner a measure of critical acclaim (including eToychest’s driving game of the year accolade), and as such hopes are high at the storied video game company that success will continue with its upcoming next gen releases, namely Alone in the Dark, also by Eden, and AQ Interactive and Cavia’s neo-apocalyptic action game, Bullet Witch.

Set on a bleak version of Earth in the not too distant 2013, Bullet Witch is a third person action title for the Xbox 360 that tells a tale in which human kind stands on the brink of extinction as hideous demons create a tidal wave of destruction and havoc. Sure, it may sound like the kind of movie that haunts the Sci Fi channel in the wee hours of the morning, but as a game the concept is quite a bit more interesting. Recently we were able to speak with Atari’s Jeremiah Cohn, who is currently serving as the game’s product manager here in North America to find out more about what players can expect from Bullet Witch when it ships during the first quarter of 2007.

Hello, and thanks for taking the time to speak with us today regarding Bullet Witch. Before we begin, could you give us some of your background, what titles you have worked on prior to this project, and what your role has been on Bullet Witch?

Sure thing and thanks for asking! Currently I’m overseeing a bunch of titles for Atari including upcoming D&D Tactics and HOT PXL for the PSP, a new unannounced fighting game for the Wii, and of course, Bullet Witch. Before working with Atari I worked as a game designer on a couple of PC games – Thor’s Hammer published by MVP Software and Nox published by EA – I also spent quite a few years working in TV and Internet marketing.

Bullet Witch is described as a game that draws inspiration from both Japanese fantasy monsters and American horror. Can you break down exactly how these two genres are meshed together within the game’s narrative and underlying gameplay?

Yeah, Bullet Witch is a unique blend of both Japanese and American fantasy. The character designs and intricate plot are very involved and seem similar to some of the best Japanese games and anime. However Alicia’s outfit and mannerisms are very romantic/gothic and seem to me to be based on more Western mythos. Her ability to control the elements and spell arsenal are drawn from both Eastern and Western lore.

With this title being steeped, at least partially, in Japanese mythos, is there hope then that this will be one of the few titles that help the Xbox 360 establish a foothold within the Japanese video game market?

Well as you know the X360 still hasn’t really taken off in Japan like it has here. Still, Bullet Witch is doing very well there. To put it in perspective, if the same percentage of X360 owners bought Bullet Witch over here as did in Japan, we would have a mega hit on our hands!

The game seems to draw inspiration from other supernatural action titles such as Capcom’s Devil May Cry. Is this an accurate assumption? What are the key differences that you feel separate Bullet Witch from other third person action titles?

Bullet Witch is definitely inspired by some great games and brings some of the best elements from many of them together. At heart, Bullet Witch is an intense shooter with a really cool mix of magic spells and gunplay. The developers really tried to merge Japanese style and story with Western action and the result is a really unique and fun game experience.

Bullet Witch casts players in the role of a character named Alicia in what appears to a kind of near future apocalyptic setting. We’ve read stories that in this game, the fate of mankind rests on her shoulders. Why is she made to shoulder the burden of mankind? Is the whole of human existence that lazy in the future?

Well, yes and no. You’ll see that the people along the way are both frightened and angry at their current situation but you’ll also find out why our fate rests with Alicia. There is also a small group of resistance fighters that Alicia teams up with throughout the game who prove to be very helpful (though not entirely necessary) in defeating the larger enemies and bosses.

As for how society will be in the future I can’t comment, but some of us are lazier than others, I’d say.

As for why it all rests with Alicia, that’s a key part of the storyline that we’re not divulging at the moment. We’d tell you, but then we’d have to kill you.

It has been said that downloadable content will be provided for this game post release in the form of new levels and additional character costumes. Is this still the plan, and if so how soon and how often should players expect this content?

We are featuring 5 very sexy downloadable costumes (think School Girl) and a bunch of redesigned levels and missions.

Are you looking to this downloadable content to be free of charge, or will there be a premium associated with it? If so, have you decided on a ballpark cost players can expect in terms of Microsoft Points?

I’m going to stay out of specifics, but most (if not all) of the content will be free of charge.

What was the reason for the game to eschew multiplayer modes in favor of focusing solely on Bullet Witch‘s single player component?

Bullet Witch is very story based and has many elements of a role playing game (upgradable weapons, unlockable spells, power ups, etc). The developers decided to focus their efforts on the story and create a compelling and fully complete single player game experience.

What sorts of Achievements can players expect to unlock in Bullet Witch? Any of which stand out as particularly challenging or personal favorites perhaps?

There are multiple difficulty levels in the game and beating each of them unlocks Achievements. Players can also get Achievements by playing for a certain amount of time, collecting power ups, and in other ways you’ll discover.

In seeing Bullet Witch in action, it appears that the game makes heavy use of the Xbox 360’s physics engine. To what degree does physics play a role in Bullet Witch‘s gameplay?

This game is very physics-ambitious in that the title showcases different destruction each time, which not only knocks out enemies but can also provide cover depending on the situation. You can also create some pretty cool chain-reactions where one exploding car or truck causes others to explode which knock over other items, causing even more destruction! It’s really quite fun, and makes gameplay just that much more awesome. I think the physics is one of the best parts of this title!

All of the media we’ve seen from the game seem to feature Alicia brandishing the same giant gun, called a Gun Rod I believe. Assuming this is the key weapon that players will be using for the entirety of the game, what have the developers done to keep combat from becoming stale?

There are several upgrades to the weapon, as well as its use; it’s also used her spell casting A

One of our favorite games from 2006 was Stardock’s outer space 4X strategy epic, Galactic Civilizations II: Dread Lords, and we recently had a chance to speak with producer Scott Tykoski regarding the game, as well as its upcoming expansion, Dark Avatar.In the march up to the end of the year, all of us here at eToychest are beginning to throw our weight behind various titles that we believe deserve the coveted A

Need for Speed Carbon

November 25, 2006

Electronic Arts’ Need for Speed is a racing series seemingly in perpetual pursuit of self discovery. Unlike other racing mainstays such as Burnout or Gran Turismo, which have over the course of several years carved out their own niche and slowly built upon established design paradigms, Need for Speed has consistently reinvented itself with each subsequent version, more so in recent years. More than anything, this has made the franchise, which arguably peaked in 1999 with High Stakes and has been chasing its tail ever since, something of a hit and miss in terms of fan approval. That said, 2005’s Need for Speed: Most Wanted was a surprising breath of fresh air, thanks in part to its vast stretches of open road, cop chases, and gorgeous visuals. The series’ latest incarnation, simply subtitled Carbon, continues with the franchise’s predisposition for change by stepping away from the old-school grit found in Most Wanted in favor of the neon glow and vehicle customization of the underground racing scene. The game also introduces a number of new elements, such as fairly simplified team mechanics and boss races that take the action from the open road and into the dangerous curves of Carbon Canyon, where a wrong turn can send you spilling over the rails and off the side of the mountain. However, none of these radically change what was already a competent racer in Most Wanted, and thus Carbon is somewhat victimized by EA’s incessant need to revisit sequels long before they are warranted.

Picking up the ridiculously clichA

Electronic Arts’ Need for Speed is a racing series seemingly in perpetual pursuit of self discovery. Unlike other racing mainstays such as Burnout or Gran Turismo, which have over the course of several years carved out their own niche and slowly built upon established design paradigms, Need for Speed has consistently reinvented itself with each subsequent version, more so in recent years. More than anything, this has made the franchise, which arguably peaked in 1999 with High Stakes and has been chasing its tail ever since, something of a hit and miss in terms of fan approval. That said, 2005’s Need for Speed: Most Wanted was a surprising breath of fresh air, thanks in part to its vast stretches of open road, cop chases, and gorgeous visuals. The series’ latest incarnation, simply subtitled Carbon, continues with the franchise’s predisposition for change by stepping away from the old-school grit found in Most Wanted in favor of the neon glow and vehicle customization of the underground racing scene. The game also introduces a number of new elements, such as fairly simplified team mechanics and boss races that take the action from the open road and into the dangerous curves of Carbon Canyon, where a wrong turn can send you spilling over the rails and off the side of the mountain. However, none of these radically change what was already a competent racer in Most Wanted, and thus Carbon is somewhat victimized by EA’s incessant need to revisit sequels long before they are warranted.

Picking up the ridiculously clichA