3/1/2024 0 Comments Hotel dusk room 215 ostWatch Waypoint's short documentary on the making of 'SuperHyperCube' "Classic" point and click, then, albeit mercifully with no actual red herrings. Often, there's a very particular way to combine elements or objects, or very specific ways to conduct lines of inquiry and even when you know what you want to happen, achieving that result with the game's acquired taste UI isn't the easiest thing. There's a lot of backtracking as new leads present themselves, and sometimes overcoming problem-solving plotline obstacles can be infuriatingly obtuse. The game takes place entirely within the walls of the hotel, Hyde constantly conversing with both the staff and fellow guests. Hotel Dusk is a point-and-click affair in which you, as former police detective turned traveling salesman Kyle Hyde (a name that, throughout the game's 15 hours, constantly had "Born Slippy" rolling around my head), find yourself at a backwater California hotel at the beginning of a single, highly eventful night between Christmas and New Year, 1979. To this day, when I play a video game that tickles me in a way I wasn't anticipating, that offers something fresh, I immediately click to Wikipedia: who is behind this marvelous thing, and how do I get more of it? The most recent example of this process, from perusal to play to about-to-pay-for-more is Hotel Dusk: Room 215, a game coincidentally celebrating its tenth anniversary in January 2017. Not that I was necessarily playing everything these talents put out, at the time they came out but I was reading, absorbing, making a multitude of mental notes-and eventually, I'd visit all of these singularly styled virtual worlds. I don't think I began to consider the creators of these experiences until the final years of the PlayStation 2 era, and the beginning of generation seven: Hideo Kojima's Metal Gear Solid sequels, Fumito Ueda's pairing of Ico and Shadow of the Colossus, and distinctive works from the likes of Goichi Suda and Keita Takahashi. Personally, in my teenage years, games were primarily playthings, brief distractions from college essay writing and driving lessons, alternatives to an evening sucking on a bottle in a nearby park with pals when money was tight.
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