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Revisiting ‘Hotel Dusk: Room 215’



At first glance, the Nintendo DS seems to be made for visual novel-styled games. The portability, the dual screens, and touch screen all are perfectly suited for a great narrative adventure. While not many games truly took advantage of this fact, Cing saw a perfect opportunity to craft a mystery of their own. It has been 11 years since the release of Hotel Dusk: Room 215, and since then it has become one of the few examples of a great slow-burn, text-heavy adventure game that can be found on the system. Now that it has been over a decade since the game hit the shelves of stores worldwide, it’s time to look back at what makes this hard-boiled detective noir so special in the first place.

Hotel Dusk is a visual novel/adventure game developed by Cing, released for the DS in 2007, a year after the DS Lite had been released. It is a game that is truly made for the DS, with its hardware in mind. The DS is held sideways, like a book, befitting of the visual novel-styled gameplay. It also makes heavy use of the system’s touch screen, never requiring button input at any point, unless the player would prefer to use that control scheme. There are even a few puzzles that involve the closing of the DS itself, utilizing the clamshell open-and-shut design of the system. The design feels comfortable and slick to this day.

hotel dusk: room 215The game places the player in control of Kyle Hyde, an ex-cop who has found himself at the titular Hotel Dusk, staying in the titular Room 215, searching for an old friend who also used to serve on the force. Throughout Kyle’s time at the Dusk, he meets a wide assortment of different characters, each seemingly interconnected to each other. Throughout each of the game’s 10 chapters, many new interlinked mysteries arise, with the story revealing itself to be much more than a surface-level mystery of where Kyle’s friend has disappeared to. The characters in Hotel Dusk have actual depth, which serves the game’s story-heavy nature quite well. The game isn’t merely a mystery, but a character drama as well. Each character has a distinct personality that shines through the game’s excellent writing. There’s a lot to digest when it comes to the details of the game’s story, from the interwoven backstories of its characters, to the overarching mystery at hand. The mystery is given to the player in small pieces: a fact here, a tidbit there. It’s up to the player to sort it out for themselves as the story progresses, and as each question is answered, it seems that three more are asked. There’s rarely a dull moment to be found, and every conversation moves the plot-line forward, even if it may be in a minuscule way. 

That’s one defining trait of Hotel Dusk: its slow pace. This isn’t necessarily a detractor, as the writing itself is quite strong. Although anyone who is averse to reading will want to steer clear of this one, because not only is the game exceptionally text-heavy, it is also very light in the gameplay department. The game doesn’t have much in the way of true gameplay, aside from walking around the hotel, talking to characters, investigating objects, etc. It’s pretty standard adventure game fare. Compared to other visual novel-styled games on the DS such as Ace Attorney or 999, Hotel Dusk is by far the most slow and methodical in its approach to storytelling. This isn’t really a fault as much as it is a fact, because the main purpose of the title is to tell a compelling story, which is something that it does a swell job of.

Alongside the intricate plot are the stylish visuals of the game. The environments are nothing to write home about, but the character models and cutscenes of Hotel Dusk have an awesome, cinematic style to them. The art style of each character is shown through a sketched visual, as if they were just drawn with a pencil. They are animated with slight movements that make them feel straight out of a noir-comic book, and it works perfectly. Alongside this are the cutscenes, which make excellent use of the DS’ two screens. The few cutscenes that can be found throughout the game are crafted in a way that is spectacular, and it creates a cinematic feeling that is not often found on the system. In a game with such a strong emphasis on the story and world, the visuals do a great job of creating a world for the player to get lost in.

Kyle himself is particularly noteworthy for being an enjoyable player character. Instead of making the protagonist a flat character that is essentially a substitute for the thoughts of the player themselves, Kyle has genuine personality to him. His simultaneously hard-nosed yet kind nature makes for some memorable interactions with the game’s various characters. He’s an enjoyable person to spend the game’s 15-20 hour runtime with. Conversations in Hotel Dusk take place between two people with unique personalities and motivations, which makes each conversation engaging. And in a game with as much dialogue as this one, that’s a real accomplishment. 

hotel duskThe game sports a killer soundtrack, too. The music perfectly captures the detective, film-noir vibe that the game’s visuals give off. It always accompanies the story in a perfect way, capturing any emotion that the player might be feeling at any particular moment. Both catchy and atmospheric, it never fails to bring the right mood to the twisting story. It’s certainly one of the best gaming soundtracks that can be found on the DS. The game’s composer, Satoshi Okubo, really did a stellar job. It’s unfortunate that his other soundtrack works don’t seem to be very extensive, but he still created his own legacy with the soundtrack of Hotel Dusk.

Of course, the game isn’t without its problems, just about all of which stem from one area: puzzles. Unfortunately, Cing found it necessary to include puzzles throughout the story in order to break up the slow-paced gameplay, but many are obtuse to the point of ridiculousness. Your inventory will soon become full of items that you may or may not ever use, and when they are used, it’s during a seemingly random time. One puzzle requires the player to touch two places on the DS’ screen at the same time, and needless to say, it doesn’t work well. One particular minigame isn’t great, either: a required side-activity involves playing a very buggy game of bowling. It gets frustrating fast. Perhaps the most painful part about the puzzle issue within Hotel Dusk is the fact that it is so immediately fixable; they could have just not been included. The game would have functioned perfectly well as an interactive novel without the addition of puzzles. They are never really necessary, and only serve as a slowdown for the game’s story. A guide will almost certainly be a must for anyone who wants to play this game. (Just make sure it’s spoiler-free.) If nothing else, the puzzles deserve attention for occasionally trying something new, but more often than not they fall flat on their face.

The game also features many scenarios that suffer from “What-Do-I-Do” syndrome, where the player will find themselves wandering the hotel for the next story sequence with only a vague piece of dialogue to guide them. This doesn’t happen too frequently, but it does occur more than once. Puzzles aside, the text speed is also perpetually slow, and can only be sped up by holding the A button or touch screen down (Something one might find themselves doing frequently). Ultimately, the problems in Hotel Dusk are far from game-breaking, but certainly noticeable.

Here is one very important note for players who might want to try this game out on their 3DS: there is a puzzle late in the game that involves finding a number hidden on a blank piece of paper. The game wants you to find a blacklight item earlier in the game, but unfortunately this object is easily missable. If you don’t have the blacklight at this point in the game, the alternative option of solving the puzzle is by physically tilting the screen of the DS in order to view it from a different angle and see a slight outline of the number you are given. Here’s the thing, though: The number on the sheet is random each playthrough, and the screen-tilting workaround doesn’t work on the 3DS, as its screen is fundamentally different than the original DS’ screen. This particular writer faced this issue head-on while revisiting this game for this retrospective. So, for all 3DS users: Be sure to either find the blacklight before Chapter 10, or have an online cipher decoder on hand.

hotel duskUnfortunately, Cing went bankrupt after releasing their final game, which just so happened to be a sequel to Hotel Dusk, titled Last Window: The Secret of Cape West. Needless to say, once you’re finished playing Hotel Dusk, you will want to give its sequel a look. Though Cing is no longer creating games, many members of its development team went on to create Chase: Cold Case Investigations – Distant Memories in 2016, which featured many Hotel Dusk-esque qualities. Cold Case Investigations definitely felt like the first episode in a series, and we have yet to see an episode 2 at the time of this writing; in the meantime, we can only hope for a sequel. Regardless, Hotel Dusk: Room 215 is an experience that has plenty to offer in the way of quality storytelling. The puzzles that weren’t very fun in 2007 still aren’t very fun today, but the story remains as engaging as ever, and the world just as vivid. This game tells a distinctly mature, human story that isn’t often found within Nintendo’s games. There is a strong heart that can be found within its words. Anyone who enjoys a good mystery, or is looking for one of the best stories to be found on the DS should definitely give this game a go. Hotel Dusk: Room 215 offers a unique mystery that should not go unsolved.

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PAX South Hands On: ‘Streets of Rage 4’ Balances Legacy and Innovation

Streets of Rage 4 embodies the original series’ elegant, action-packed design and revives it for a new generation



Streets of Rage 4

From the moment I began my demo with Streets of Rage 4 at PAX South, it felt like coming home. It might have been more than two decades since the first three games in the Streets of Rage series perfected the beat ‘em up formula on the Sega Genesis, but courtesy of developers Lizardcube, DotEmu, and Guard Crush, this legendary series is back and in good hands. This brand new entry aims to recapture all the style and balance of the originals, while introducing innovations of its own. If my demo is any indication, the game is set to achieve that.

Streets of Rage 4 uses the same elegant level design that set the original trilogy apart back on the Genesis. The gameplay is simple: keep walking to the right, taking out every enemy in front of you with all the jabs, kicks, jumps, and special moves at your disposal. If anything, the controls feel better than ever before, with an added level of precision and fluidity that simply wasn’t possible on older hardware.

Streets of Rage 4

That’s not to mention the new move sets. Beat ’em ups might not be the most complex genre around, but Streets of Rage 4 adds the perfect level of depth to the combat. It has the same simple jabs and kicks found in the original games, but spiced up with the potential for new combos and even a handful of extravagant new special moves. With new and old fighting mechanics, this new entry features plenty of room to experiment with combat but never loses the simple, arcade-like charm of the originals.

Streets of Rage 4 revives the series’ rage-filled and action-packed style for the twenty-first century

The demo included series staple characters like Axel and Blaze, yet I opted to play as an all-new character: Cherry Hunter, a guitar-wielding fighter whose move set felt very distinct from classic characters. Her movement is speedy, certainly faster than Axel but slower than Blaze, and her guitar provided for some unique melee moves. Like the new mechanics, her addition to the character roster helps shake up the Streets of Rage formula just enough, while maintaining the core beat ’em up simplicity that made the series special in the first place.

Streets of Rage 4

Streets of Rage 4 might innovate in a few areas, but one thing that’s clearly remained true to form is the difficulty. It boasts of the same old school difficulty that characterized the original games. The classic and brand new enemies are just as ruthless as ever, mercilessly crowding in around you and can easily overwhelm you if you’re not careful. However, just like the originals, the fighting feels so satisfying that it’s easy to keep coming back for more action.

Amid all these changes and additions, perhaps the most obvious (and controversial) change is the visual style. While the original series used detailed pixel art, Streets of Rage 4 instead boasts of an extremely detailed handcrafted art style, in which every frame of character animation is painstakingly drawn by hand and environments are colorful and painterly. Thousands of frames of animation go into each character, and the effort certainly shows, making every punch, kick, and other acts of violence a breathtaking sight to behold.

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences.

Some fans have complained that the game loses the series’ spirit without pixel art, but DotEmu marketing director Arnaud De Sousa insisted to me that this simply isn’t the case. Pixel art wasn’t an artistic choice back then – it was a matter of necessity. If the developers could have designed the game to look exactly as they wanted, regardless of technical limitations, then it likely would have looked just like the luscious hand-drawn visuals of the current Streets of Rage 4.

That’s not to mention that, as De Sousa emphasized, the Streets of Rage games are defined by looking different from one another. The third game looks different from the second, which looked different from the first – and now this new entry has twenty years of change to catch up on. Thus, it only makes sense for this new entry to adopt a radically new graphical style after all this time.

Streets of Rage 4

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences. The difference between De Sousa and myself is perfect evidence of that. He grew up playing the games in the 90s, whereas I wasn’t even born when the original trilogy became such a phenomenon and only played them years later in subsequent re-releases. Yet here we were, standing in the middle of a crowded convention and gushing about decades-old games. We might have had extremely different experiences with the series, but that didn’t stop us from appreciating the joys of stylish beat ’em up action.

“A good game is a good game,” De Sousa told me, “no matter how old.” That’s the attitude that Streets of Rage 4 exemplifies. It revives the series’ rage-filled and action-packed design for the twenty-first century. And with a release on all modern platforms, more players than ever will be able to rediscover the simple pleasure of wielding your bare knuckles against thugs of all types. Between the new art style and the solid gameplay, Streets of Rage 4 is looking like an incredibly welcome return for this iconic franchise.

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An In-Depth Analysis of Fifa’s Career Mode



Fifa’s Career Mode

It’s a well-known fact that career mode on Fifa has been a long-neglected element of the best selling sports games series of all time. But for soccer fans who want to pretend to be a football manager, but also want to personally play the game, Fifa is currently the main option.

The problem is: for a 60 dollar game, almost nothing about Fifa career mode works properly. 

Two of the most game-breaking bugs in Fifa career mode are so bad that it fundamentally makes the game unplayable for those who want to feel any sort of immersion. 

The first is a bug that makes it so that top teams will sign many more players for a position than they could possibly need. 

For example, Bayern might end up signing 6 or 7 great center backs, and then only play three or four of them, while what they really need to sign might be a winger or a fullback. 

This leads into the second huge issue: even when a team like Bayern HAS 6 or 7 great center-backs, they will STILL often choose to start second or third-string center backs! This often leads to top teams languishing at 12th or 13th in the tables by the end of the season, which makes absolutely no sense whatsoever.

Everything about this image is wrong. Everything. The top three teams in this table shouldn’t finish higher than 7th more than once every ten seasons between them, and teams that should finish first and second aren’t even in the top eight. 64 points near the end of the season for first place is also a very low number. 

There’s been plenty of other issues as well. Even on the highest difficulties, AI on both defense and ESPECIALLY offense ranges from poor to horrible, with the AI on offense rarely actually running at the defense (making defending boring and unrewarding), leaving players like Messi or Hazard to not even try to use their incredible dribbling ability and speed and instead pass away the ball as soon as they get it. 

Instead, the most common way the AI scores are by performing a janky, unrealistic and clearly scripted pinball, with impossibly precise passes between 4 or 5 players before the ball ends up in the back of the net. 

Another major problem with the game (though some might call it simply a feature in presenting a more arcade-like, less realistic take on soccer) is your ability (if you’re a big club) to buy multiple huge players and bring them to your club easily in your first season, making the game an absolute cakewalk. 

After years of incompetence and the ignoring of career mode’s many issues, however, EA finally faced serious backlash with the release of Fifa 20–the most broken iteration in the series yet. 

For a while, #fixcareermode was trending on twitter, and reviews blasted Fifa for its litany of issues, like players going on precipitous declines in stats right when they reach the age of 30.

Yet these bugs were treated by some in the media as a first time thing, issues that had only appeared in the latest iteration. They weren’t.

As one Reddit user noted to Eurogamer: “In the last few years, every FIFA game released has had bugs that ruin the immersion. Teams not starting their strongest lineups and unrealistic tables have been an issue not just for FIFA 20 but earlier editions. Our cries for patches and change have fallen on deaf ears. The community has been grossly neglected.”

The linked article by the Independent above wasn’t accurate in other ways, either. It claims that only simulated matches suffered from the bug of teams not playing their best players, and other articles have claimed that this bug only occurs when a big team plays against a small team. 

But neither of these claims is accurate. 

Fifa’s Career Mode

You could play against a top team like Barcelona, and you could also be a top team like Real Madrid, and Barcelona would still consistently field third or fourth-string players over the likes of Messi against your team. 

This wasn’t an occasional thing, either. At least three or four top players were benched for players 20 or more points below them every game. Every. Single. Game. 

I haven’t even mentioned the commentary in Fifa, which is so buggy and so immersion-breaking in its disconnection from reality that its more immersive to just turn it off entirely. 

What is so infuriating is that that many of the bugs seem like fairly minor fixes (commentary issues aside), something that seems like it would take no more than a few hours of rooting around in the code to figure out whatever misplaced number value was causing the issue.

The fact that these major issues have existed for at least no less than SIX years (Fifa 14 was the first game I played) indicates definitively how little EA cares about its products, and how little the designers care about actual football or delivering an enjoyable experience out of Ultimate Team. 

Of course, Ultimate Team alone in 2017 accounted for almost a third of all of EA’s revenue from sports titles, so it’s somewhat understandable why Ea focuses most of its attention on that element of Fifa.


But with the amount of effort put into the new “futsal” mode in Fifa 2020, or the three campaign-like “Journey” modes from Fifa 17 to Fifa 19, one wonders why the developers couldn’t have spent just a little more effort to fix a mode that was in many ways fundamentally broken.

Fifa HAVE made certain changes to career mode over this period, so it’s not like they’ve ignored it entirely. But the changes made to career mode in the six years I’ve played it have all either made the game much worse, slightly worse or had no great effect. 

The major changes over this period have included: 

A slightly updated youth system, which has suffered from its own serious bugs over the years, such as youth prospects never gaining stats in sprint speed or acceleration so that you end up getting stuck with players with 50 to 70 speed for eternity; a widely disliked training system for players that is utterly broken and unfair, allowing you to train players to abilities well beyond what is even vaguely realistic within a matter of a year or two; a new display screen for your team; the removal of form; the slight modification of morale; adding the ability to talk with your players; and, last but not least, transfer cut scenes which are the most incredibly pointless wastes of time in any sports game, both for the player and for the developers–at least they’re skippable. There is the ability to customize your manager–perhaps the most positive change made in this six-year period. But that’s still stunningly sad given that you will very rarely actually see your manager at all. 

None of these modifications, you may have noticed, go any way towards fixing the fundamental issues with the game, issues which have been pointed out to EA year after year.

It’s fair to say that one of the main reasons that FIFA got away with what it did for so long was not thanks to the players, but the media. 

Year after year, reviews for FIFA received solid scores (hovering around the low to mid 80’s), whereas user reviews were usually much lower. It was only this year that media reviews seriously pointed out issues with the career mode. 

The fact that FIFA received so much better reviews from reviewers as compared to players is easily explained away by the fact that the former usually play the game for comparatively shorter times, and therefore tends to miss a lot of the details. 

In response to the recent outrage which had finally reached a degree of publicity that EA could no longer ignore, EA finally patched some of FIFA’s issues, like the problem of teams not fielding their strongest lineups at least semi-frequently. This was a huge step towards making career mode not fundamentally broken, but whether or not the other most glaring issue of teams like Juventus signing 9 80+rated strikers (yes, that happened in my game once) has been solved remains to be seen. Given that I mostly gave up on the series after Fifa 19 continued the same problems of its predecessors, I don’t think it’ll be me that finds out.

  • Evan Lindeman
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‘Atelier Ryza’ Warms the Heart No Matter the Season

Atelier Ryza excels at creating a sense of warmth and familiarity, and could be just what you need during the winter months.



atelier ryza

The Atelier series is something of a unicorn in the JRPG genre. It isn’t known for its world-ending calamities or continent-spanning journeys; in fact, it’s quite the opposite. The small-town feel and more intimate storytelling of Atelier games has made them some of the most consistently cozy experiences in gaming, and Ryza is no exception. No matter if it’s this winter or next, here’s why Atelier Ryza is the perfect type of RPG to warm your heart this winter.

Ryza starting her alchemy journey.

Like a Warm Blanket

Unlike protagonists from other entries in the franchise, Reisalin Stout (or Ryza for short) has never stepped foot in an atelier or even heard of alchemy at the start of her game. Instead, she’s just a fun-loving and mischevious girl from the country who spends her days in search of adventure with her childhood pals Lent and Tao. It’s this thrill-seeking that eventually leads the trio to meet a mysterious wandering alchemist and learn the tricks of the trade.

The entirety of Atelier Ryza takes place during summer, and it’s clear that the visual design team at Gust had a field day with this theme. In-game mornings are brought to life through warm reds, yellows, and oranges, while the bright summer sun beams down incessantly in the afternoon and gives way to cool evenings flooded by shades of blue and the soft glow of lanterns. Ryza’s visual prowess is perhaps most noticeable in the lighting on its character models, which are often given a warm glow dependent on the time of day.

The cozy sensibilities of the countryside can be felt elsewhere as well. The farm Ryza’s family lives on aside, the majority of environments are lush with all manner of plant life, dirt roads, and rustic architecture. Menus feature lovely wooden and papercraft finishes that simulate notepads or photos on a desk. Townspeople will even stop Ryza to remark on how much she’s grown and ask about buying some of her father’s crops. Everything just excels at feeling down-to-earth homey.

The titular Atelier Ryza.

An Intimate Take on Storytelling

Kurken Island and the surrounding mainland feel expansive as a whole but intimate in their design. This is partially due to the readily-accessible fast travel system that Atelier Ryza employs; instead of a seamless open world, most players will find themselves jumping from location to location to carry out quests and harvest ingredients for alchemy. However, there’s still strong incentive to explore the nearby town thanks to tons of random side quests and little cutscenes that trigger as players progress through the main story.

It’s an interesting way to tackle world-building. Instead of relying on intricate dialogue like The Outer Worlds or massive cinematic cutscenes like Xenoblade Chronicles 2, Atelier Ryza lets players get a feel for its world rather naturally through everyday conversations. These scenes run the gamut from Ryza’s parents yelling at her to help more around the farm to running into and catching up with old friends who’d moved overseas. They’re unobtrusive and brief, but the sheer number of them gradually establishes a cast that feels alive and familiar.

The town drunk and Lent's father, Samuel.

Of course, post-holidays winter is also the season for more somber tales. The relationship between Lent and his alcoholic father is striking in its realistic depiction of how strained some father-son relationships can become.

The narrative escalates subtly: An early cutscene shows Mr. Marslink stumbling onto Ryza’s front lawn thinking it’s his. Then an event triggers where the neighborhood jerks tease Lent about being the son of the town drunk. Lent’s house is a small shack pulled back from the rest of the town, and visiting it triggers one of the few scenes where Ryza can actually talk to Mr. Marslink himself. The situation eventually reveals itself to be so bad that it completely explains why Lent is gung-ho about being out of the house whenever he can.

Though Lent’s general character motivation is wanting to get stronger and protect the town, it’s the heartfelt insights like these that make him much more relatable as a party member. Atelier Ryza features no grand theatrics or endless bits of exposition, but instead favors highlighting interpersonal conversations as Ryza continues to learn more about the people and world around her.

Atelier Ryza

Cozy games rarely get enough credit. Just like the Animal Crossing series or Pokemon: Let’s Go provides players with a warmth that can stave off the harshest of winters, Atelier Ryza succeeds in being the lighthearted, touching JRPG fans wanted. It’s both aesthetically pleasing and heartwarming in the way it builds out its world and cast of characters, and seeing Ryza gradually grow more confident and capable is a joy unto itself. If you’re in need of a blanket until Animal Crossing: New Horizons comes out in March, you can’t go wrong here.

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