NoE: Could you give us some examples of the particular challenges you faced in setting up this interactive story? After that, we turned that footage into data, and we basically traced the movements and added their shadows for the final effect that you see in Hotel Dusk. Based on that, we film similar-looking models and gather footage. First, we create a character's design, and then draw personal expressions. Taisuke Kanesaki, the Director of the game, was in charge of the art direction, as well as character rendering. Who was responsible for that, and how did you go about creating these animations? NoE: Right, it's a very distinct style of animation that adds a lot of emotion to the characters. And where the animation is concerned, there's the obvious influence of a-ha's music video for Take On Me'. Other big influences were Bagdad Café / Out of Rosenheim', a German film from the 1980s. TM: The film Paris, Texas' by Wim Wenders inspired us most when creating Hotel Dusk. NoE: Which works inspired you when creating Hotel Dusk? Are there any mystery novels or films that influenced you in particular? We feel that Hotel Dusk allowed us to truly highlight these aspects. Overall we believe that the adventure game is a genre that allows us to express ourselves freely, in which it is easier to convey the kind of experiences that can really pull at players' heart strings. You may want to feel exhilaration when you defeat enemies, or you may want to have a sense of accomplishment when you solve a mystery. When you play a game, you will have a variety of expectations. We very much tried to enable the game to dwell in the heart of the player - the theme of the game is that everybody has a wish'. Thus Hotel Dusk became a mystery adventure game, focusing on a storyline with adult appeal. Yet we dared to refrain from making a direct sequel to Another Code, and chose the challenge of creating an adventure game that includes unprecedented forms of expression, which can reach out to a new audience. Takuya Miyagawa: When we started thinking about our next project after developing Another Code, we still really wanted to create a game that pursues the affinity between the adventure game and the Nintendo DS hardware, much like we did on Another Code. Miyagawa, with the success of Another Code: Two Memories under your belt, how do you approach your next project? Takuya Miyagawa, CEO of Cing and Producer of Hotel Dusk, to discover how an interactive mystery novel is made Now we take a look behind the scenes, as we sit down for a chat with Mr. This small development house is based in Fukuoaka, Japan, and employs only a few dozen people working on projects for a variety of game platforms.Īs with Another Code, Cing have stayed true to their mantra of creating unique experiences, when developing Hotel Dusk: Room 215. Unless you played Another Code: Two Memories for Nintendo DS, chances are the name Cing won't ring any bells.
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