HOTEL DUSK: Room 215 - Nintendo DS - 2007





Oddly enough, I probably have my mom, of all people, to thank for me unearthing this hidden little gem. A few years back, around 2018 (according to my last save file), I was looking through one of her drawers (I think I was looking for a pair of scissors?) when I found the box for this game underneath some miscellaneous junk. It wasn't too surprising to find something like this in there; years ago she had gotten herself a pink Nintendo DS Lite (that I unwittingly broke while undoing the pull-out sofa bed at my grandparents’ house as a kid) to play some of her word games and such, so I assumed this was probably one of those that simply got forgotten over the years. My mom wasn’t someone who had an abundance of free time on her hands, so I was surprised she actually owned a DS game that looked more in-depth than a simple puzzle game published by POGO (Word Whomp is the first thing to come to mind). I glanced over the cover, and it seemed interesting enough; “HOTEL DUSK: Room 215.” A clean, yet gritty-looking artstyle, and a “T” rating, so they definitely must not be fooling around. Allured by its mysterious and foreboding charm, I peeled off the cellophane and popped the cartridge into my 3DS to see what story this game had to tell.



The game begins with a flashback belonging to Kyle Hyde, disgraced NYPD detective, and the main character of the game. It provides some exposition that helps give you context to your current situation. Three years later, we find Kyle Hyde has hung up his badge, now working for Red Crown, a direct sales company on the opposite side of the country. He is contacted by his boss who instructs him to travel to a local hotel to fulfill an order. The unassuming Hotel Dusk isn't exactly the most pleasant of accommodations, but obviously, there is more here than meets the eye. While checking in, Kyle speaks to the manager, and learns that there was another person who checked into that very same hotel 6 months ago using his name. Since Kyle has his own objectives as well, (searching his former partner, who is MIA, from the incident three years ago in New York), he puts two and two together, realizing that this run-down hotel on the outskirts of Los Angeles may possess the answers he has been looking for all this time.



You control Kyle Hyde as he explores the hotel, interacts with the other guests and employees, and ultimately uncovers the truth behind the incident from three years ago, over the span of about a dozen chapters. The game is formatted similar to a visual novel when speaking to other characters, while also incorporating some simple exploration elements. It’s also one of the few DS games that you play holding the system vertically, a la “Brain Age.” Using the stylus, you point and drag the cursor along the touch screen (showing a map of the room you are currently in) to navigate Kyle around the hotel while a first person perspective of the same room is shown on the opposite screen.



You can stop (or be forced to stop) and talk with the other hotel patrons in the more visual novel-type sections of the game. The portrait of the person you are talking to will be shown on the touch screen, with your own portrait being shown on the opposing side. These interactions are where the real “meat” of the gameplay takes place, and definitely where this game shines brightest. The artstyle is probably what stands out the most; many people have compared it to A-Ha’s “Take On Me” music video from the mid-80’s. I can see the resemblance, but I think these visuals still have their own distinct style that seems more polished, and less storyboard-y. Besides, this game takes place in 1979, so if people really looked like that back then, they would have had A-Ha beat, haha. (See what I did there? A-ha, haha?)



You’re not just going to talk to people in this game; you’re a former detective after all. To advance the story, you need to interrogate people for information. Whether it be a hint, classified information, or just some juicy gossip, Kyle will poke and prod everyone he interacts with to find his next clue. He will stop at nothing to get the answers he is so desperately seeking (sometimes to other’s dismay). Everyone (and I mean everyone) in this hotel has something to hide, and surprisingly, that is what adds so much to the charm of this game. Nobody here acts as a “filler NPC.” Each character is beautifully written with intricate and intriguing backstories that stretch well beyond the bounds of this hotel. And even though not everybody has a direct connection with Kyle Hyde himself, they are all deeply affected by his (i.e. your) actions. The attention to detail and the care that went into cultivating each character’s own imperfect identities adds such a richness to the story that I seldom see in video game writing these days.



In addition to chatting up hotel staff and guests, throughout your stay at Hotel Dusk you’ll need to explore the environment. You can approach certain areas of the hotel and focus in on them using the touch screen to interact with various objects, usually in pursuit of your next clue. Admittedly, there are multiple times where some of the exploration felt obtuse; oftentimes, I had overlooked a particular piece of information, usually in some dialogue, and spent way too much time futzing around with everything in the hotel, desperately looking for something that would trigger the next sequence; albeit, my memories of this game are a bit dated, so I’m chalking it up to user error. Most, if not all, of the exploration and puzzles can be solved logically, and they’re designed to be crafty, but not to the point of frustrating, which I can say this game does fairly well. If you’re someone who enjoys mild to moderate puzzle solving in your games, then you shouldn't have a problem with these.



Hotel Dusk is one of those games that you play every now and again, waiting for your memories to be just faded enough so that by the next time you pick it up, you can experience the story for the first time all over again. The story of “HOTEL DUSK: Room 215” is a wonderfully thought out and very interesting representation of 70’s americana, with impactful twists and turns that left me wanting more and more to uncover the truth. It’s a little slow to get started, and the pacing is definitely a product of its time (filler, anyone?). The character’s individual stories, interactions, art style, and overall aesthetic of the game charmed me to the point where by the end of the game, I felt genuine connection and concern for all of the people I had met during my stay. Hotel Dusk is something special, and if you’re a fan of mystery games or just little-known DS games that had a lot of heart and soul poured into them, consider booking a stay in room 215, the “Wish” room.



"For a minute the world stops as I sit and stare into the glass. The taste of gin and vermouth lingers on my lips, the only kiss I've known in years. And then I hear Bradley's voice in my head..."