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Los Angeles, 1979. You are Kyle Hyde, an ex-cop turned salesman trying to track down a missing friend. Clues lead you to an eerie, old hotel rumored to have one very strange room – a room where wishes are granted. It's up to you to unravel the mystery in Hotel Dusk: Room 215, a gritty new graphic adventure for Nintendo DS. Players hold their DS like a book and use the touch screen to grill characters, search for clues and solve mystifying puzzles. Players follow the plot twists and turns as they hunt for their missing friend and investigate the mysteries of Hotel Dusk. [Nintendo]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 100
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Play Magazine
Fun, uniquely designed and has an absorbing mystery to solve. [Mar 2007, p.70]
89
89
GameZone
Hotel Dusk is one of those games that should be used as Exhibit A in the discussion of games legitimacy as a storytelling medium, or even as art. A brilliant art and graphical style, innovative use of the DS’s features, and one of the best noir stories to be told recently in any medium add up to a must-play.
88
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87
Electronic Gaming Monthly
With a cast of well-written characters, branching conservations, and a cool interface, this is the adventure the DS has been dying for. [Feb. 2007, p.97]
86
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85
85
84
NGamer UK
Engrossing tale told by master storytellers, with all the Noir-ish thrills of "The Big Sleep." Unless you're a hardcore action junkie, import now. [Apr 2007, p.62]
83
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80
Nintendo Power
Impatient gamers looking for a little more action may want to look elsewhere, but they'll do so at the risk of missing our on yet another groundbreaking DS title. [Mar. 2007, p.88]
80
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80
Games Master UK
It's packed with style, intrigue and originality - super sleuths will love it. [Apr 2007, p.84]
80
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80
My Gamer
If you’re the kind of person who ranks plot as one of the most important features in a game, Hotel Dusk is worth the 15 hours it takes to beat, and another few hours to watch the story over again (and possibly unlock one of the multiple endings). However, if you’re looking for a game to bend you brain over with difficult puzzles and a thrilling exploration experience, you’d be better off with "Shadowgate."
80
VideoGamer
Some would say the puzzles are a touch easy at times, though there certainly are some corkers. If you are looking for action then try elsewhere, but if you fancy the old-fashioned pleasures of a great point 'n' click, then snap this up now, and enjoy one of the sharpest, coolest worlds seen in gaming for a long time.
79
IGN
It's meant to be an interactive novel, but even so sometimes it's hard not to wish the characters would get to the point just so you can get to the next puzzle. Still, it's a significant improvement over the team's previous effort, and it's a nice revitalization of the point-and-click adventure genre on the Nintendo DS.
76
Official Nintendo Magazine UK
A decent grown-up game for the DS with some neat ideas and a great plot, but the slow pace may frustrate people looking for a little more hard-boiled excitement. [Apr 2007, p.80]
75
GamePro
72
70
games(TM)
There’s a certain atmosphere to the hotel itself, augmented by the three-dimensional exploration and sketch-realistic characters, which creates a sense of actually existing in this mysterious building full of secrets to discover. [Mar 2007, p.118]
70
Gamestyle
Perhaps one of the most unique, stylish and absorbing games for the DS, and remains one of the best adventure titles for the system. Whether this says a lot about the game or rather the dearth of alternative adventure games is another matter; but given a chance Hotel Dusk will almost certainly keep you hooked to the end.
70
70
Eurogamer
It's a game that really understands people, and their complex motivations. And yet so often forgets the motivations of the people playing an adventure game. It's a game that knows how to use the DS to great effect, and how the stylus can be so casually and effectively. But its ‘minigames' are perfunctory and underdeveloped.
70
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67
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Edge Magazine
The plot proves strong enough to keep even the most disappointed player clicking through the dialogue trees, and in the final chapters the endless conversations finally give way to something more engaging. [Mar 2007, p.80]
60
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55
pippa w gave it an8: Norma B gave it a6: Sarah gave it a9: Awai gave it an8: Matt E. gave it a10: Kyle T. gave it a9: Phil U. gave it a4: |
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