Showing posts with label Cing. Show all posts
Showing posts with label Cing. Show all posts

Thursday, December 12, 2019

Six reasons I'm thrilled I finally got off my butt and played Last Window: The Secret of Cape West

I've had a copy of Last Window for ages. I honestly can't remember when I bought it, but this old post says I picked it up shortly after its European release in 2010, so I guess it's been about nine years?

Why did it take me so long to play it? For starters, it took me a long time to play its predecessor, Hotel Dusk: Room 215, too. That Nintendo DS game came out in early 2007, yet I didn't start my way through it until the summer of 2015. (Check out my thoughts on Hotel Dusk.)

That playthrough took me just over 17 hours, by the way. My recent-ish Last Window playthrough took just under 15 hours.

On a related note, I loved nearly every minute of the 15 or so hours I spent with now-defunct developer CiNG's Hotel Dusk sequel. Here are the main reasons why:

Kyle's not the only one with a pissy attitude

Kyle's pissy attitude--If Last Window's protagonist, former detective Kyle Hyde, were an actual person, I probably wouldn't like him very much. He grouchily reacts to almost every situation with suspicion, annoyance, and alarm. That wouldn't sit well with me in real life. Within the context of this game, though, it's not such a big deal. Actually, I found it eye-rollingly and even endearingly humorous whenever I encountered it here.

The hilariously dramatic "Game Over" scenes--Few events in the world of video games tickle me as much as botching a puzzle or interaction in Last Window (or Hotel Dusk) and then seeing Kyle's head drop, the screen darken, and the words "Game Over" burn into the screen. Why is this funny, you ask? Because these "Game Over" scenes usually pop up after you've done something that barely qualifies as dramatic, like putting your foot in your mouth during a conversation. Kyle's over-the-top reactions seem ridiculously silly in such cases.

Kyle and his daily cup of joe

The in-game cafe's coffee obsession--My second-favorite component of Last Window, after its predictably sublime soundtrack (see below for more on that), is its head-scratch-worthy obsession with coffee. Kyle regularly visits Lucky’s Cafe, which is conveniently situated on the ground floor of the Cape West apartment complex he calls home. On several occasions, he actually parks his butt in a booth and orders something to eat and drink from proprietor Sidney or his daughter, Claire. This is when you're hit with a charmingly fetishistic description of how the cup of coffee that eventually comes out of the kitchen was sourced, prepared, and savored. It's weird, not to mention a bit unrealistic (Lucky's is an aw-shucks diner set in 1980), but it's also pretty cute.

The lounge-y, jazzy soundtrack--Just like its predecessor, Last Window is crammed full of laid-back tunes that set the perfect mood for a week, or at least a few hours, of sleuthing. It also serves as a fitting accompaniment to the game's chill aesthetic, setting, and overall vibe. Actually, the same qualities that make the Last Window OST a joy to listen to while playing the game make it a joy to listen to when you're done with the game, too. In fact, I often put it on while I'm working, reading, or simply looking to relax and wind down for the day.

No, this is not supposed to be an example of Last Window's Christmas setting

The Christmas setting--Yep, Last Window takes place around Christmas. It begins right before that holiday and ends just after it. The game hardly shoves that fact down your throat, but there's enough evidence to it lying around to make it obvious. As a total sucker for (almost) all things Christmas, I appreciated the subtle shout-outs while working my way through this point-and-click adventure.

The intriguing mystery--Oh, right! The story. How could I forget about that? Well, although I wouldn't say Last Window's story is as captivating as the one that drives its predecessor, I would say it more than does the trick. And I'd make a similar statement about this sequel's cast of characters. They're not as colorful, interesting, or mysterious as their Hotel Dusk counterparts, in my humble opinion, but they're also not complete duds. My favorite of the bunch: the stuffy stick-in-the-mud landlady named Mags.

Do I consider any aspect of Last Window to be a dud? Not really, though I did encounter the occasional puzzle I couldn't solve without assistance. That's par for the course with me and this kind of game, though, so I won't hold it against this one.

See also: a somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)

Sunday, December 08, 2019

10 Nintendo DS games I want to play in 2020

I don't know what got into me this year, but whatever it was pushed me to play more Nintendo DS games than I've played since the dual-screened system's heyday.

I'll chat about those DS titles in an upcoming post. What I want to discuss today are the DS titles I'm hoping to buy and play in 2020.

Again--I've heard this CiNG-developed game pales in comparison to the rest of the company's DS releases, like Trace Memory and Hotel Dusk, but I want to play it anyway. I've loved every other title it put out before filing for bankruptcy in 2010, including the aforementioned ones, so I think it would be only fitting for me to try Again, too--even if it proves to be a disappointment in the end.

The Dark Spire--Those of you who still follow the DS probably know why I've yet to play, or even buy, this Success-made dungeon-crawler. For the rest of you, the reason is complete copies of The Dark Spire go for a pretty penny these days. Still, it's intrigued me for so long that I'm planning to bite the bullet on it sometime in the coming year--bank account be damned.

Japanese cover art for The Dark Spire

Final Fantasy XII: Revenant Wings--For reasons I can't remember, I avoided nearly all of the Final Fantasy and Mana games Square Enix brought to the DS. (The sole exceptions: Final Fantasy III and Final Fantasy: The 4 Heroes of Light.) I guess the word of mouth on them must've been bad? Regardless, I've long thought they looked brilliant. Revenant Wings, especially. I have little idea as to how it plays, but that's rarely stopped me before.

Flower, Sun, and Rain--I bought this DS port of Grasshopper Manufacture's second-ever game (originally released in Japan for the PS2) shortly after it was discussed while recording an episode of The Nichiest Podcast Ever. In other words, it's been sitting on a shelf, sadly unplayed, for quite some time. Here's hoping I can make it the second Grasshopper-made game I've ever played--after another of its DS titles, Contact--as soon as possible next year.

Infinite Space--I've got to be honest here: I don't actually know much about this one. I know it was made (in part) by PlatinumGames. I know it was published by Sega. And that's basically it. OK, so I know it's set in space, too--hence the second part of its title. Whatever. I've heard and read such good things about Infinite Space that I couldn't help but buy it when it was reprinted a couple of years back. The current idea is to get off my butt and finally play it within the next 12 months. Fingers crossed.

North American cover art for Knights in the Nightmare

Knights in the Nightmare--Is it strange that I want to play this 2009 release even though I've never played any of Sting Entertainment's other "Dept. Heaven" titles? I suppose so. The thing is, I'm not the biggest GameBoy Advance fan in the world. (Gulp!) And though I love the PSP, I rarely pull mine out these days. In other words, it's unlikely I'm going to play the series' first two entries--Riviera: The Promised Land and Yggdra Union--anytime soon. So why not skip right to the more-accessible-for-me third (or fourth, according to the people who call the shots) entry?

Magical Starsign--Here's a game I bought after asking folks on Twitter to name some underappreciated DS titles. I'd always liked how it looked, but I'd also heard rumblings that it was boring. When a few of the aforementioned social-media acquaintances suggested otherwise, though, my wariness toward this Brownie Brown-developed role-player dissolved like a Kool-Aid packet into water. Helping matters: even new copies of Magical Starsign are fairly cheap at the moment.

Magician's Quest: Mysterious Times--You might think that, given my love of the Animal Crossing series, I'd have played this Konami-published knockoff by now. Well, I haven't. That's mostly because I've never liked its aesthetic, if I'm to be honest. Still, I'm in such a DS mood these days that I'm seriously considering games that previously failed to attract my interest. Magician's Quest may have to wait until late in the year to be played, however, as Animal Crossing: New Horizons is sure to take up all of my life-sim bandwidth from spring to autumn.

North American cover art for Mystery Dungeon

Mystery Dungeon: Shiren the Wanderer--Full disclosure: the only reason I don't already own this iteration of the vaunted Shiren the Wanderer series is its hideous North American box art (see above). Also, this isn't the kind of game someone like me is even going to attempt to play through in Japanese. (That region's cover illustration is leagues better than ours, naturally.) I'm going to push my prejudices aside, though, and nab a copy soon so I can see how it stacks up against the other Mystery Dungeon games I've enjoyed to date.

Nostalgia--This is another game I've waffled on buying for ages. Still, I'm thinking of flopping over to the "buy" side of things in 2020 for two reasons. One is that Red Entertainment, of Tengai Makyou fame, had a hand in making it. Another is that the similarly talented Matrix Software helped with its development, too. I have a feeling Notalgia won't live up to the pedigrees of either company, but I'm willing to take a chance on it anyway.

See also: '15 Nintendo DS games you should think about starting in honor of the system's 15th anniversary'

Tuesday, November 15, 2016

A somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)


Game: Chase: Cold Case Investigations ~Distant Memories~
Genre: Visual novel
Developer: Arc System Works
Publisher: Aksys Games
System: 3DS
Release date: 2016

I had such high hopes for Chase: Cold Case Investigations. The main reason for that: some (but not all) of the folks who made Hotel Dusk--as well as Trace Memory and Little King's Story--also made this digital 3DS game.

Unfortunately, Chase: Cold Case Investigations--or at least the minuscule portion of it that's presented in "Distant Memories" (more on what that means in a few paragraphs)--is no Hotel Dusk.

Hotel Dusk, despite its flaws, was a fully realized and surprisingly engaging, not to mention cinematic, product that showed just how marvelously dynamic a "visual novel" could be.

Unlike most of visual novels I've played--including Hakuoki and Sweet Fuse for PSP--to date, Hotel Dusk was more than a simple "Choose Your Own Adventure" story accompanied by static (and admittedly pretty) illustrations and enjoyable, if not altogether memorable, soundtracks. That 2007 title one-upped its fairly staid genremates by allowing players to freely move around within and otherwise explore three-dimensional spaces. It also let them solve puzzles and take notes using the DS' touch screen--all while holding the system on its side, "book-style."

And then there were satisfyingly superficial flourishes like the rotoscoped character portraits and the superbly low-key (and jazzy) backing tunes.

Sadly, you won't experience any of the above while working your way through Chase: Cold Case Investigations. What will you experience instead? A depressingly small cast (of six, if memory serves). Art that isn't completely terrible but is a far cry from what's showcased in the developer's previous titles. Scenes that feature such little animation they may as well be motionless. No exploration whatsoever. Disappointingly straightforward interactions with the game's characters. Oh, and the writing has little of the verve that drips from Hotel Dusk's text.

To be blunt, Chase: Cold Case Investigations feels half-baked. Worse, it feels like the half-baked introduction to what should be a much larger and longer game.

In its defense, it seems pretty obvious "Distant Memories" is just one part of what will wind up as a multi-part release. Still, this opening salvo is so underwhelming--and so relatively expensive, at $6 for less then two hours of content--that it's currently hard for me to imagine picking up any future installments unless it's clear from the word go they offer a lot more than this initial entry.


See also: previous 'somewhat gay' and 'Great Gaymathon' reviews

Monday, August 31, 2015

Nice Package! (Last Window: The Secret of Cape West, Nintendo DS)

You've hopefully noticed by now that I currently have Hotel Dusk on the brain. After all, my last two posts have focused on that Cing-developed, Nintendo-published DS game. (My most recent #ADecadeofDS write-up is one, while my latest installment of 'Which Box Art is Best?' is the other.)



Although I haven't yet finished my Hotel Dusk playthrough (I just crossed the 12-hour mark), I'm already looking forward to diving into its sequel, known as Last Window: The Secret of Cape West.


In case this is the first you've heard of Last Window (which I've stupidly been calling The Last Window in the comments here as of late), it is a follow-up to Hotel Dusk that hit Japanese store shelves in early 2010 and made its way to Europe a few months later.



I bought a copy of the latter version shortly after it was released, despite the fact that I hadn't yet played (let alone finished) Hotel Dusk.


Sadly, the copy in question has been sitting in a cupboard ever since.

Considering how much I'm currently enjoying Hotel Dusk, though, you can rest assured it won't be sitting there for much longer.


In the meantime, I thought all who are interested may enjoy ogling the photos of Last Window's packaging that can be seen throughout this post.



Have any of you played Last Window? If so, what did you think of the experience? Also, how did you think it compared to Hotel Dusk--assuming you played that portable whodunit, too?

See also: previous 'Nice Package!' posts

Saturday, August 29, 2015

Which Box Art is Best? (Hotel Dusk: Room 215)

After writing my recent #ADecadeofDS post about Hotel Dusk, I was forced to search the web for good-quality scans of its box art. (Sorry, I was too lazy to do it myself--although I'll surely do it before I publish my "Great Gaymathon" review of this Cing-developed adventure title in a week or two.)

In the process, I came across the cover illustrations produced for Hotel Dusk's Japanese and Korean counterparts. Both intrigued me so much that I decided I needed to work up another "Which Box Art is Better?" (or in this case, "Which Box Art is Best?") post devoted to them.

First up is the Japanese version's box art. In that region, the game was called Wish Room: Angel's Memory, which is just as appropriate as Hotel Dusk: Room 215, if you ask me.


Anyway, I find it interesting that this illustration completely ignores the ramshackle hotel that serves as the focal point (in different ways) of the North American and Korean covers.

The piece of box art below is well known to those of us who call Australia, Europe and North America home, of course.


Actually, the art that covers the frontside of my particular copy of Hotel Dusk is slightly different from what's showcased here--with a large orange banner sweeping across the top portion of the illustration and a "Touch Generations" logo appearing in its upper-left corner.

Finally, there's the Korean cover art, below, which takes the most straightforward approach and focuses on a hand-drawn depiction of the titular establishment. It also features headshots of Hotel Dusk's colorful cast of characters and even offers potential players a glimpse at how they'll hold their DS systems while working their way through this portable whodunit.


So, which one is my favorite? It's hard to say, although if I were forced to pick one over the others I'd probably go with the North American iteration, as I think it does the best job of emulating Hotel Dusk's contents.

That said, I'm also pretty fond of the Korean and Japanese cover illustrations. I like that the former actually shows the hotel and the game's book-like perspective, while I like that the latter takes a more creative approach to the same subject matter.

How about you? Which piece of Hotel Dusk (or Wish Room) box art do you like best?

See also: previous 'Which Box Art is Better?' posts

Thursday, August 27, 2015

#ADecadeofDS: Hotel Dusk


Amount of time devoted to this game since I started playing it just over a month ago--Six hours, 59 minutes.

Most recent boss toppled, location reached or milestone achieved--To be honest, Hotel Dusk really isn't the kind of game that prompts you to celebrate reaching a particular milestone--or even recognize that a milestone has been reached.

Still, I'll do my best to recall my last "accomplishment." I guess that would be me finally gaining access into a pair of Hotel Dusk's rooms that previously had been off limits to me and the game's hunky (and often grumpy) protagonist, Kyle Hyde.

If that doesn't sound like something to cheer about, consider that the titular establishment houses just a dozen or so rooms, and only a few of them are explorable at any given time, especially early on.

Overall comments on the experience so far--Hotel Dusk is an odd game. Actually, some may not consider it a "game" at all. In a way, I can see where they're coming from, as if any title deserves to be called a "visual novel," this Cing-developed one is it.

Admittedly, a couple of the other visual novels I've played to date--such as Hakuoki and Sweet Fuse for PSP--are fairly book-like, too, but both of those titles are more like digital, gamified "Choose Your Own Adventure" paperbacks than the far more straightforward, yet still surprisingly interactive, Hotel Dusk.



What I mean by the latter part of the above is that Hotel Dusk tells a single, set story from start to finish. No matter what you do while you stalk the halls of this out-of-the-way inn, and no matter which choices you make while you talk with its odd cast of customers, you won't change the course of the central tale.

I can appreciate that to an extent, although I also kind of hate it due to how it often causes a Hotel Dusk playthrough to come to a screeching halt. That's because whenever you can't figure out what to do to advance this game's story, you're basically forced to wander around aimlessly, poking your nose into the corner of each and every room while also clicking on anything that happens to catch your eye (and even a few things that don't), until you successfully "pick up the scent" again.

Thankfully, that hasn't happened too often during my maiden voyage through this 2007 release--although I think it could be argued that even a handful of times are a handful too many. 

Anyway, despite that above-mentioned quibble, I've gotten a lot of enjoyment out of Hotel Dusk so far. The mystery that serves as its centerpiece is only passable, in my humble opinion, but I still want to see how it wraps up.

I’m also pretty fond of the numerous guests who share the hotel with you. Each one has a distinct personality and all are surprisingly likable or dislikeable. (OK, so that’s not entirely true, as I just thought of one character who straddles that line due to how boring she is—but she’s definitely an exception to the rule.) My favorites: the saucy maid, the stoner bellhop and the old lady who sports an eye patch.



And then, of course, there’s the art style that’s so effectively put to use throughout Hotel Dusk. Specifically, I’m talking about the rotoscoped graphics that call to mind A-ha’s iconic “Take On Me” video, although that’s not the full extent of why this game’s aesthetics are so noteworthy. Also playing a role here is the game’s 1970s-tastic sheen, which helps make even the most mundane passages seem interesting from a visual standpoint.

Will I continue to play this game in the coming days, weeks and maybe even months?--Oh, I'm definitely going to finish it; that's not even in question. Will I enjoy it all the way to the end, though? That's far more in question, if I'm to be honest.

I say that because it seems like Hotel Dusk's more annoying traits are becoming more frequent, not less, the deeper I delve into its story. Assuming that trend continues, I can guarantee my final opinion of this game will be far less rosy than I initially imagined it would be.

Do I recommend it to others?--Are you a mystery buff? Are you also a fan of the 1970s—or are you at least not turned off by books or games or movies that are set in that shagadelic decade? If you're able to answer both of those questions with at least a tentative yes, you’ll probably enjoy your stay at Hotel Dusk--or at least you probably won't regret your purchase.

Even then, you're likely to encounter at least a few aggravating moments, but all of what I've said here so far should help steel you for them a bit.

Next up--9 Hours, 9 Persons, 9 Doors


See also: previous #ADecadeofDS posts

Wednesday, September 15, 2010

Let's Play: 'Which Box Art is Better?' (Last Window edition)

In a few short days, European CiNG fans will be able to stroll into their favorite game shops and pick up as many copies as they want of Last Window: The Secret of Cape West (aka the sequel to the now-defunct developer's Hotel Dusk: Room 215).

Although the box art those folks will be searching for isn't all that different from the art that graced the cover of the Japanese version of this DS game (called Last Window: Midnight Promise), it's different enough that I think it warrants another edition of "Which Box Art is Better?"

Without further ado, here's the art that will appear on the cover of the European version of the game when it hits the streets on Friday:



And here's the art that appears on the already-available Japanese version of the game:



I know, I know, they're nearly identical. Still, I (slightly) prefer the darker, moodier European cover to its more colorful Japanese counterpart.

Which one do you prefer?

Buy: Last Window: The Secret of Cape West

Tuesday, July 20, 2010

Alex, what is: 'Another game the folks at Nintendo of America will ignore'?

The answer to the Jeopardy-esque question above, of course, is: The sequel to Hotel DuskLast Window: The Secret of Cape West.



Actually, I shouldn't say "of course," as Nintendo of America has passed on releasing a number of internally-developed DS and Wii games this generation, including Daigasso! Band Brothers (aka Jam with the Band), Freshly-Picked Tingle's Rosy Rupeeland and that title's sequel, Ripening Tingle's Balloon Trip of Love, on the DS and Another Code: R, Captain Rainbow, Disaster: Day of Crisis, Fatal Frame IV and Zangeki no Reginleiv on the Wii.

Anyway, although Last Window will hit the streets in Europe on Sept. 17, it has yet to receive a North American release date. As much as I'd like to bemoan that fact, I'm also happy that the game has been translated into English and will be released somewhere in the world. After all, ebay.com is just a click away...

(Via infendo.com)