Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


The Memory Card .37: Thinking outside the DS photo

When the Nintendo DS came out it was full of new and exciting features never before seen in a videogame system. Sadly, most of these features -- in particular the touch screen and microphone -- were not perfected until almost a year after the popular handheld’s release.

But once the features were perfected, designers found ways to implement some pretty amazing things into their games. While most of these were impressive, some innovations took things to the next level -- a level most didn’t even know existed -- and completely changed the way people experienced a videogame.

One of my favorite gameplay innovations of the last few years occurs in one of the most original games for the Nintendo DS, Hotel Dusk: Room 215. In addition to it being an incredible adventure game on its own, Hotel Dusk shines by constantly blurring the line between player and videogame.

Hit the jump to experience a moment that doesn’t just knock down the fourth wall -- it busts right through it like the Kool-Aid man.

The Set-Up

Don’t let the boring and uninspired box art fool you, Hotel Dusk: Room 215 is one of the most stylized and authentic games on the Nintendo DS. Right from the start, Hotel Dusk secures its authenticity by asking players to turn the DS on its side, much more like reading a book than playing a videogame. It is in this surprisingly comfortable position that the entire game is played.

In the game you play as Kyle Hyde, a New York police officer who leaves the force once his ex-partner ends up missing. Getting a new job as a shady salesman, Kyle Hyde is sent to the mysterious Hotel Dusk at the very beginning of the game in order to sell some things for Red Crown, the company he now works for.

Although Kyle heads to Hotel Dusk for his job, his ulterior motive is to find out more information on the disappearance of his partner, whom Kyle could have sworn died in a violent confrontation six months earlier.

Upon checking into Room 215, Kyle learns from the owner of the hotel that someone checked in weeks earlier using Kyle’s exact same name.

Perplexed, but unable to gather a reason for the huge coincidence, Kyle settles into his dimly lit room, not knowing that a twist-filled adventure awaits him.

Throughout the game, Kyle meets many interesting characters who may or may not be connected to him in strange and unusual ways. Utilizing all the traditional gameplay of a classic adventure game, Hotel Dusk: Room 215 requires players to travel the large hotel in search of clues to help Kyle solve the mysteries of his past.

One of the characters Kyle meets is a young, spoiled girl by the name of Melissa.

Melissa loves to do jigsaw puzzles, and the first time Kyle encounters her he is asked to help the girl finish one of her favorite puzzles - one adorned with the image of a pink rabbit.

This is when the traditional features of the DS come into play. By dragging the puzzle pieces all around the touch screen, the player can put together Melissa’s puzzle, making her slightly trust you in the process.

Once the puzzle is complete, Melissa cries for seemingly no reason and runs away, leaving one single puzzle piece behind.

After grabbing this lone piece and rotating it around (using the touch screen, of course!), Kyle discovers a little bit of writing on the back. Unfortunately, the message is incomplete and cannot be deciphered.

Packing the puzzle piece away with his other random adventure game items, Kyle continues on his journey to find out more about his missing partner in relation to the mystery-filled hotel.

The next Memory Card moment occurs when Kyle runs into Melissa again later in the game.

The Moment

After returning her lost piece, Melissa “thanks” Kyle and tells him a little bit about her past. Kyle learns that Melissa’s father is a surgeon and her mother went missing years ago. Maybe that explains why Melissa is always crying!

Melissa then asks Kyle to help her with the same puzzle he had completed earlier in the game (now that the missing piece has been returned to her). This time, however, the final image of a pink rabbit on the finished puzzle means a lot more. Melissa tells Kyle that she loves pink rabbits and her mother gave her this puzzle as a present when she was just a baby.

At this point, Kyle (and the player) remembers that there was something written on the back of the single puzzle piece Melissa had left behind earlier. Does this mean that the entire message can be read on the back of the assembled puzzle?

Finding an answer to that question is where things get tricky.

You see, the puzzle has been completed on the touch screen and now completely covers one of the two DS screens. The only thing that can be done is to move the pieces around by sliding the stylus over the screen. No matter how much poking and prodding you do, there isn’t a function to flip the puzzle over on its back.

So how does one accomplish this task?

This is when the game does something pretty incredible.

As mentioned before, the puzzle is displayed right-side up on one of the DS’s two screens. The other screen is blank, showing the top of an empty table.

If the player actually folds the DS closed and then reopens it, the puzzle will have “flipped” to the other screen, now displaying its backside. Only when the puzzle is turned over in this manner can Kyle read the message handwritten on the other side: “Good Bye Melissa.”

The meaning behind this cryptic message reveals itself over the rest of the game (wait, so Melissa’s mother knew she was going to go missing?!), but I won’t ruin the amazing story in this post. Play the game for yourself to find out what happens! Trust me, you will be very happy you did.

You can watch the ridiculously awesome gameplay technique right here:

The Impact

Although this “closing the DS” technique has been used on a few other games (The Legend of Zelda: Phantom Hourglass comes to mind) Hotel Dusk was the first time I encountered it.

And speaking of the first time I encountered it, I can’t even tell you how long it took me to figure this puzzle out. Of course I knew I had to flip the puzzle over to read the message on the back, but I had no idea how to do it. I tried everything: flicking the screen really fast with the stylus, blowing into the microphone. Heck, I even tried tiling the DS a little in the hopes the puzzle would slide or something.

Even though it seems so obvious and so intuitive in hindsight, who would ever think of closing the actual handheld to find a solution? There was no point of reference for me because this had never been done before!

Once I finally figured it out (and I don’t even remember how that happened), I was blown away. I had always been impressed by designers breaking the fourth wall in videogames – Hideo Kojima and his amazing Metal Gear Solid games always do this with such style – but this technique was taking things to a new level.

In Hotel Dusk, the flat image of the puzzle was being treated as an actual object; an object with dimensions; an object that is affected by actual space and gravity around it. By physically flipping the puzzle over, it actually “tumbles” onto the surface below (in this case, the other screen). Amazing does not even begin to describe how cool this is.

What impresses me most of all about this innovative puzzle is that it uses a feature of a videogame system not meant to be used for gameplay. The touch screen, microphone, and dual screen setup on the DS have been used in new and surprising ways, but those three features are meant to be incorporated into the gameplay. Closing the DS is just part of the design of the handheld, meant to protect the screens from scratching or put the system into “sleep mode.” It is not supposed to be part of the actual game. Well, with Hotel Dusk, it is ... and it is so awesome.

It is so refreshing to see designers coming up with new and exciting things to implement into videogames. True, sometimes these concepts walk the line between revolutionary and gimmicky, but when they work they work well. Closing the DS in Hotel Dusk is one of my favorite gameplay innovations in recent years and will always be remembered as one of my favorite videogame moments of all time.

The Memory Card Save Files

.01 - .20 (Season 1)
.21: Crono's final act (Chrono Trigger)
.22: Ganon's tower (The Legend of Zelda: Ocarina of Time)
.23: It was all a dream? (Super Mario Bros. 2)
.24: The assimilation of Kerrigan (StarCraft)
.25: A McCloud family reunion (Star Fox 64)
.26: The return of Rydia (Final Fantasy IV)
.27: The battle with the Hydra (God of War)
.28: Fight for Marian's love! (Double Dragon)
.29: The Hunter attacks (Half-Life 2: Episode 2)
.30: The Phantom Train (Final Fantasy VI)
.31: The end of The End (Metal Gear Solid 3: Snake Eater)
.32: In Tentacle We Trust (Day of the Tentacle)
.33: Peach dances with TEC (Paper Mario: The Thousand-Year Door)
.34: Learning to wall jump (Super Metroid)
.35: A leap of faith (Ico)
.36: The Master Sword (The Legend of Zelda: A Link to the Past)


Continue: More The Memory Card stories





prev next

45 comments | showing # 1 to 45

JTHomeslice's Avatar - Comment posted on 05/29/2008 16:00
JTHomeslice
Every day you make me love you more Chad. This is one of my favorite DS games. It also did many awesome things with the DS stuff. God so awesome. Who else would have thought this.
Zerozaki Ishiki's Avatar - Comment posted on 05/29/2008 16:04
Zerozaki Ishiki
I had a similar reaction with Phantom Hourglass, my first encounter with this trick.
Took ages to figure out, and was so proud of myself for working it out; wanted to go talk about it, but didn't want to spoil the moment for anyone else.
Faceless's Avatar - Comment posted on 05/29/2008 16:05
Faceless
This reminds me how much I want a game like Hotel Dusk but with a much more 20's-30's noir style to it. But honestly I'd buy a Hotel Dusk 2 just as quickly, I love that game so much.
Big Z's Avatar - Comment posted on 05/29/2008 16:05
Big Z
I recall there was another adventure game that demanded something like this. You had to fold the DS just a bit so a mirror on one screen and a page of writing on the other became legible, something like that.
king3vbo's Avatar - Comment posted on 05/29/2008 16:06
king3vbo
This puzzle pissed me off so much. But the sense of accomplishment when I figured it out was great
Spartacus's Avatar - Comment posted on 05/29/2008 16:08
Spartacus
I think they pretty much told you the answer in Phantom Hourglass, though.
Scary Womanizing Pig Mask's Avatar - Comment posted on 05/29/2008 16:10
Scary Womanizing Pig Mask
YES! Hotel Dusk was such a good game, just chock full of awesome little moments like that! This is quite possibly my favorite memory card yet!

@Faceless
I'm hoping for the spiritual successor to be set on an early Titanic style cruise ship (except with out the iceberg)
Hoygeit's Avatar - Comment posted on 05/29/2008 16:18
Hoygeit
I loved this game so much.

That puzzle had me scratching my head for quite some time. Sadly, it wasn't even my own ingenuity- I had dropped my DS and it closed shut.
When I opened it back up it was solved. XD
Animated Trigger's Avatar - Comment posted on 05/29/2008 16:19
Animated Trigger
This just makes me want to own this game that much more.
Faceless's Avatar - Comment posted on 05/29/2008 16:21
Faceless
@Scary Womanizing Pig Mask
Mix in a Sam Spade style main character and I would so play that.
yaisuah's Avatar - Comment posted on 05/29/2008 16:22
yaisuah
Hotel Dusk was great, but Trace Memory, (made by the same people) came out way before it and used some of the exact same tricks. There was even a puzzle where you had to close the screen half way and use the reflection off the top onto the lower to see the full picture.
So, anybody that loves Hotel Dusk, should definitely check out Trace Memory.
The-Excel's Avatar - Comment posted on 05/29/2008 16:22
The-Excel
I think I figured out this one by accident. There are other puzzles that also bend the capabilities and limitations of the DS (in particular the touch screen, but I won't give any details so as to not spoil anything) that made me feel like I was doing something really intelligent every time I figured it out, and for that reason (and the fantastic story itself, of course) I hold Hotel Dusk as one of my favorite DS games ever.

Also, there is no way I'm using any of my Hotel Dusk stickers in Brawl.
Alanar's Avatar - Comment posted on 05/29/2008 16:25
Alanar
@ Big Z: I think the game you're thinking about is Another Code: Two Memories/Trace Memory. And not only did you have to use the screens as a mirror, but you also had to close the DS at a certain point. This is the first time I've been encountered with this kind of puzzle and it took me forever to solve it. But it was still an awesome experience.

To put it into context: At a certain point in Another Code you found some stamps and a sketchbook. Now, if you look at the sketchbook, you had the paper on the touchscreen and something black on the topscreen. You can't do anything with the touchscreen or the microphone. Then I tried to mirror the screens as in one of the puzzles before. The DS accidentially went into sleep mode and after I opened it, the image from the topscreen was imprinted on the paper on the touchscreen.
Palidi's Avatar - Comment posted on 05/29/2008 16:27
Palidi
I need to play that game. Too busy saving up for the MGS4 PS3 bundle though... My first encounter with such a trick was with The World Ends With You, with the sleeping Pig. And I took the effort to kill it normally too...
Arcanum's Avatar - Comment posted on 05/29/2008 16:29
Arcanum
Hotel Dusk is still my favorite DS game today. i think I'm going to go play it again.
Dende-snail's Avatar - Comment posted on 05/29/2008 16:29
Dende-snail
Like Alanar, did not took long thanks to another code.
dephect's Avatar - Comment posted on 05/29/2008 16:29
dephect
This is why I sold my DS... looking at JPG's is not a game.
niacin's Avatar - Comment posted on 05/29/2008 16:35
niacin
It's a game I've been meaning to pick up for so long maybe now is the time.
Bacchus's Avatar - Comment posted on 05/29/2008 16:35
Bacchus
one of my favorite games ever
Perry Simm's Avatar - Comment posted on 05/29/2008 16:37
Perry Simm
Sorry for being the bad guy here, but in my opinion Hotel Dusk was a cool and very deep story - as a game it wasn't really that much. Just a collection of gimmicky DS-functionality-based mini-games, rather badly designed puzzles and figuring out where to go to trigger the next scene.

Maybe it's because I've been playing adventure games all my life and therefore I expect a little more of them.
Stella Wong's Avatar - Comment posted on 05/29/2008 16:40
Stella Wong
one of my fave DS games! :D This reminded me I should go finish it, since I haven't.
Drop of Flame's Avatar - Comment posted on 05/29/2008 16:41
Drop of Flame
I had the exact same reaction to this puzzle as you, Chad, pure awesomesauce. Sure, Trace Memory and Phantom Hourglass do it to, but the way Hotel Dusk does it is just so ingenious.
Scary Womanizing Pig Mask's Avatar - Comment posted on 05/29/2008 16:45
Scary Womanizing Pig Mask
@Faceless
Kyle was very Sam Spade sort of Sam Spade esque, except more bitter. I'd personally like it to star Dick Gumeshoe, but an another gritty/witty detective would be fine as well.
Scary Womanizing Pig Mask's Avatar - Comment posted on 05/29/2008 16:45
Scary Womanizing Pig Mask
@Faceless
Kyle was very Sam Spade sort of Sam Spade esque, except more bitter. I'd personally like it to star Dick Gumeshoe, but an another gritty/witty detective would be fine as well.
Justice's Avatar - Comment posted on 05/29/2008 16:53
Justice
That's my favourite puzzle in the game and this is one of my favourite "memory card moments".

*** SLIGHT SPOLIER AHEAD ***
The other memory card moment for me in the game is when the electric goes out throughout the hotel (or sometihng like that). You then have to switch it back on. At first I thought "The DS hasn't got dual input!". Then I realised how they did it. Absolute genius.
DinnertimeNinja's Avatar - Comment posted on 05/29/2008 16:59
DinnertimeNinja
I agree with Perry Simm.

I thought the story of Hotel Dusk was quite interesting, but the mechanics of the game were EXCRUCIATING!

-You can't pick some things up (things that you OBVIOUSLY will need to pick up) until after you trigger certain events.

-90% of the dialogue is just boring exposition and yet you basically HAVE to talk to everyone about everything in order to continue the game.

-The main 'moving about the hotel' mechanic was terrible and every time I left a fun little touch screen puzzle and had to trudge around the hotel at 1 mph clicking on everything in sight just to advance the story I died a little inside.


Conclusion: Good idea. Horrible execution. I LOVE adventure games (should be evident from my icon) but this one just throws in too many horrible point and click gaming conventions that have long since been thrown to the wayside to be fun to play.
ArrestedDeveloper's Avatar - Comment posted on 05/29/2008 17:04
ArrestedDeveloper
I'm glad you brought this up because I remember an old podtoid where they credited the Zelda game for innovating the "close the ds for a puzzle solution" idea and it really bugged me.
Cowzilla3's Avatar - Comment posted on 05/29/2008 17:14
Cowzilla3
Awesome moment in an awesome game.
naia-the-gamer's Avatar - Comment posted on 05/29/2008 17:43
naia-the-gamer
@yaisuah: I've played both Trace Memory and Hotel Dusk, and I feel like Hotel Dusk was everything I wish Trace Memory was. Trace Memory was too easy and too short. I loved it but I wanted more. That's what made Hotel Dusk so satisfying for me. It was the right length, had the same awesome artsytle (Nintendo should have these guys make more games for them), and it was more fleshed out.

I think this game is sorely underrated by, well everyone.
str8raz0r's Avatar - Comment posted on 05/29/2008 17:45
str8raz0r
@Yaisuah

I assume you're also referencing Trace Memory's awesome "stamp" puzzle. It was the first game I played on the DS (my girlfriend had given it to me the night prior for an anniversary gift), and I remember actually saying "No sh*t!" in the middle of a crowded bus to NYC. Cing is one of those rare developers that seem to "get" the DS' capabilities and use them, rather than exploit them for gimmicks sake.
Wedge's Avatar - Comment posted on 05/29/2008 18:39
Wedge
I'm playing this game right now, so I can't read this, but I'm totally excited it has a special moment in it =O.
coffeesash's Avatar - Comment posted on 05/29/2008 18:44
coffeesash
I read this thinking Another Code (Trace Memory in the US) was the first game to do this, way before even Zelda! But then I saw lots of other people beat me to it ^_^ I agree, Trace Memory, although charming is quite short but it's very memorable for those brilliant puzzles including the ones that use the microphone
AND do you remember the one that takes the shutting the DS concept even further, half shutting the DS so that you can see the reflection of one screen in the other, overlaying both images? That was genius!
Cheeburga's Avatar - Comment posted on 05/29/2008 19:10
Cheeburga
I need to pick this up as soon as possible.
AlienGuy18's Avatar - Comment posted on 05/29/2008 19:32
AlienGuy18
Louie is just hilarious.
Mxyzptlk's Avatar - Comment posted on 05/29/2008 19:41
Mxyzptlk
Great game, I remember after trying everything I could think of for about 20 minutes, I closed my DS in frustration and took a break. When I came back, surprise!
BlackSunEmpire's Avatar - Comment posted on 05/29/2008 20:28
BlackSunEmpire
Ive never got too far into this game, with the recommendation of Chad and others, I'll have to dig it back out.
garrfunkel's Avatar - Comment posted on 05/29/2008 21:05
garrfunkel
Im playing this at the moment. Im loving all of the cool puzzle minigames. The only problem I have with the game is that the dialogue can get a little dull and drawn out at times. Other than that the game is excellent.
Happyhead's Avatar - Comment posted on 05/30/2008 03:21
Happyhead
Like others I first encountered this technique in the previous game 'Another Code' (the stamp puzzle)and had much annoyance working it out, so it was easy here, it was still damn good though
Batthink's Avatar - Comment posted on 05/30/2008 06:24
Batthink
I've played through Hotel Dusk and completed it very quickly. I adored the art technique, the story and the sarcastic viewpoint of Kyle.

I actually worked out how to do that part of the game very quickly. It was another part of the game that involved the silent girl and the same technique on the puzzle that stumped me temporarily. I'll let you guys figure it out...

...roll on Hotel Dusk 2. :O)
SWE3tMadness's Avatar - Comment posted on 05/30/2008 07:42
SWE3tMadness
Damn, I need to rent this game now. Another great article!
The-Excel's Avatar - Comment posted on 05/30/2008 11:07
The-Excel
@Justice:
That's exactly what I was talking about.
Demtor's Avatar - Comment posted on 05/30/2008 13:36
Demtor
Interesting. I actually never heard of this game until now and I own a DS. Doesn't look like my kind of thing though I appreciate the moment as a pretty big gaming memory if that was your first time experiencing the DS fold closed trick. I never had the pleasure of learning about that on my own, I actually learned from listening to Retroforcego! as it was detailed as being in Phantom Hourglass. Shortly there after I bought my DS :)
Dexter345's Avatar - Comment posted on 05/30/2008 16:21
Dexter345
Once I saw the title and the game, I knew which moment it would be. This was totally cool, but unfortunately, it only works once. When the same thing came up in The Phantom Hourglass, it wasn't nearly as awesome.

The weird thing is that I figured out do do this with the puzzle, but then later when you have to do mouth-to-mouth I totally blanked out.
Mekanikles's Avatar - Comment posted on 05/30/2008 18:26
Mekanikles
I'm sorry but this is just an example of really bad controls. If you want to do a non-complex task in a game then you should be able to do so in the simplest manner possible. Demanding that the player act with controls outside the set presented to them is arguably very poor game design. What if the DS could sense you standing on your head without you knowing about it? To what lengths is the player willing to use this sort of trial and error in order to progress?

Luckily I got warned about the moment where Zelda used this gimmick, otherwise I would have put down an otherwise fine game right there.
artha14's Avatar - Comment posted on 10/16/2009 01:16
artha14
When I found this in Zelda it confused me. I looked at the puzzle. Flicked blew couldent figure it out. Decided heh might as well leave it. Closed my ds. Opened it latter and smacked myself.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 

   Got news?   tips@destructoid.com   |   Dtoid Twitter

New Videos

more videos


Reviews & Previews
BioShock 2 review
Dante's Inferno review
Chime review
Hustle Kings review
iPhone Review Round-up: January review
more reviews
Dawn of War II Chaos Rising
Metro 2033
A trip to the racetracks Days of Thunder Arcade
Double the pleasure, double the fun with Darwinia+
Wizarding world in plastic Lego Harry Potter Years 1-4
more previews


- The Dtoid Army is 56747 strong -

Showing Cblogs with 3+ faps   show all

Call for entries: the Areas of my Expertise

New to Dtoid? Read the survival guide


 Originals
Jim Sterling: How Aliens are blatantly better than Predators





















More Destructoid Originals




We are Destructoid   tips@destructoid.com
Nick Chester
Editor-in-Chief
Niero
Founder, Big Boss
Jim Sterling
Reviews Editor
Hamza Aziz
Community Manager
Dale North
News Editor
Rey Gutierrez
Destructoid Video EIC
Anthony Burch
Features Editor
Brad Nicholson
Managing Editor
Tom Fronczak Colette Bennett
Ashley Davis Ben Perlee
Conrad
Zimmerman
Chad Concelmo
Jonathan Holmes Jonathan Ross
Brad Rice Jordan Devore
Will Maddock Matthew Razak
Josh Tolentino
Joseph Leray
Topher Cantler Samit Sarkar
     
  Adam Dork
Daniel Lingen
Hollie Bennett
Joe Burling
Mikey Turvey






 
 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006