Gameplay will suffer, and gamers will notice the shortcuts. I think that with advancements in technology that make creating a game easier, the results aren't always necessarily better. The player does not have a strong character, and there is no real "personality" other than when the author or the friend of the player who set up the interview speaks. Sometimes, I was simply pointing and clicking to see what fit where without feeling that I was immersed in the story. I never had to resort to the walk-through, but the directions weren't always helpful. In some cases, there was little explanation of what to do and what we were looking for. The map was also simple, and there was a good bit of back and forth. I know I've seen a couple of them before. Then, some of the puzzles seemed generic. Well, for one, it seemed pretty short to me. They were really well done and imaginative, with plants that looked like they might be some kind of succulent or an anemone from the ocean floor, and, yet, they were creepy. The second area of excellence was the illustration for this other world. It had a nice creepy vibe to it, with the real world blending into the world of these foreign creature-monster-entities. Oh, you just thought this was an interview, didn't you? No, the famous author needs help, and the last guy who tried? Well, he's about to turn into a monster, too. These are widows and wendigos, and you'll have to go to the end of the world to defeat the one who controls them all. But these aren't your Goosebumps monsters. Then you realize that the monsters in his books are in the hotel. In this game, you are interviewing a famous horror novelist. So You Thought This Was An Interview? I have enjoyed playing Haunted Hotel games ever since I played Charles Dexter Ward.
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