PlayofSparta
Member
Great games, thinking of playing again. Any fans here?
I recently refurbished my old DS Lite to play games like this again. I suspect it will hold up pretty well since it's a text based game and the art styled like the Take On Me music video was well done. I can't remember if there was a twist in the plot, it was 15 years ago when I last played it, so if there was one i'll get to experience it all over again. Never played the sequel but there's barely any games like this made any more, so maybe i'll finally check it out.
Hotel Dusk required consistent use of a guide in order to know what to do next.
This alone is the reason why the game never got popular, unlike other visual novels like Phoenix Wright.
Great games, thinking of playing again. Any fans here?
Hard disagree. Beat both games without using a guide. IMO they're not even as difficult as some of the Sierra/LucasArts point-and-click adventure games.
Phoenix Wright/Ace Attorney also has its own flaws. For example:
* The inability to object/present evidence during any other statement than the exact one the game wants you to
* During investigation stages, having to completely exhaust dialogue trees and present evidence to every single character in order to unlock new locations or progress the game
That said, I still love the PW/AA games. I think the appeal comes from the game's art style, music, and humorous writing. HD/LW is more serious in tone, and while it does have great art and music (IMO), it doesn't feel as approachable as PW/AA. That's where I think the difference in success was.
Same here, back then it took me a while to find a copy. Love both of them.Own both. Had to import the second game. Solid games.
You just proved me right.
Congratulations.
You can brute force progress in Phoenix Wright.
You cannot brute force your way through Hotel Dusk unless you have a guide or incredible luck.
Hotel Dusk required consistent use of a guide in order to know what to do next.
This alone is the reason why the game never got popular, unlike other visual novels like Phoenix Wright.
You could also... not brute force your way and instead solve the puzzles using knowledge and logic.
Remember, your original premise was this:
The game never required use of a guide, let alone consistent use.
As for PW/AA games, several of them have cases that are incredibly difficult to brute force in an investigation stage, if you don't know what you're doing at all.
In some scenes, the object or dialogue you're looking for is not immediately obvious, and can easily be overlooked. To succeed in such instances would require the "incredible luck" you claim is a requirement in Hotel Dusk, if not the use of a guide.
Also, I reject the notion that PW/AA was popular solely because you could brute force your way through it, when I already brought up several more likely reasons: appealing art, cool characters, funny dialogue, intriguing story, amazing music, among many things.
One big reason I think you're overlooking is that the PW/AA series already had a following among import gamers, since the original Japanese releases on GBA in 2001, 2002, and 2004. The re-release of the games on DS, followed by the localizations starting in 2005, only helped expand that audience.
Hotel Dusk, while it did have a different art and gameplay style, was not an already established franchise by a well-known company like Capcom when it was originally released on DS.
This game is so amazing it left me speechless, don't know what to say.I mean, just look at this thread.
Hardly any responses from people that are super hardcore fans.
I played Hotel Dusk on release and I was on the GFAQS message boards talking about the game with other people.
The big consensus was that although the art style was unique the game offered minimal sense of direction. You would never have a clear idea of where to go next or who to talk to.
While this may have made game more immersive to puzzle fanatics like those who like Myst and later the "Witness". The average gamer does not have the patience to decipher the deep logic of Hotel Dusk.
That is why Hotel Dusk is so beloved by such a small minority of people. Because only the hardcore of the hardcore point and click fans can derive pleasure from a game that requires a guide for non-fanatics.
I mean, just look at this thread.
Hardly any responses from people that are super hardcore fans.
Ah, I remember the GameFAQs boards for both PW/AA and Hotel Dusk back in the day. I also lurked a site called Court Records, which focused on PW/AA and had minor chat on the forums about Hotel Dusk.
Now I can see more clearly where you got your perspective, even though I still don't agree with it.
Again, I think that the PW/AA franchise already existing, having a cult following since the GBA originals, and being by Capcom were some of the biggest factors in why PW/AA saw more success than Hotel Dusk.
Cing was a much, much smaller developer than Capcom, only having employees in the double-digit range. Their most well-known titles were the Another Code and Hotel Dusk games, and they filed for bankruptcy 2 months after Last Window was released in Japan (in 2010).
They had a much shorter lifespan (1999-2010) than Capcom, and a lot fewer franchises. All of those reasons combined is why I think Hotel Dusk/Last Window are less talked about compared to PW/AA.
I can concede that PW/AA may be more approachable to the average gamer, but I still don't think either series necessarily required guides or luck to get through.
In fact, some players and reviewers even though some of the puzzles and evidence-gathering scenes were too on-the-nose (the opposite problem).
I also don't think Hotel Dusk/Last Window only appeals to the most hardcore adventure game players. Overall, it's fine if we agree to disagree about the games' appeal.