
Hotel Barcelona Review: A Twisted Slaycation in the Realm of Swery and Suda51
Introduction: Delving into the Unconventional World of Hotel Barcelona
We at Gaming News have always been drawn to the eccentric and the unexpected. In the world of independent gaming, where developers are given the freedom to flex their creative muscles, the collaborative efforts of Swery (of Deadly Premonition fame) and Suda51 (known for Killer7 and No More Heroes) often yield some of the most unique and unforgettable experiences. Hotel Barcelona aims to capture the essence of these auteurs, promising a blend of zany dialogue, surreal scenarios, and a healthy dose of the unconventional. Our review will explore the depths of this intriguing title, offering insights into its strengths and weaknesses, and ultimately determining if it succeeds in delivering the twisted “slaycation” it promises.
A Narrative Tapestry of Serial Killers, Dreams, and Demonic Possession
The Premise: Agent Justine’s Descent into Madness
The narrative core of Hotel Barcelona revolves around Agent Justine, a protagonist thrust into a nightmarish reality. Her investigation takes a sharp turn when she finds herself ensnared within the confines of the titular Hotel Barcelona, a place brimming with secrets and malevolent entities. Compounding her predicament, Justine becomes unwillingly possessed by the infamous Dr. Carnival, a serial killer of the utmost depravity.
Unlikely Allies: Forged in the Fires of Shared Imprisonment
Despite their opposing natures, Justine and Dr. Carnival are compelled to unite, bound together by their shared imprisonment. They are held captive by an enigmatic witch, whose actions are intertwined with both characters’ pasts. This unlikely alliance forms the heart of the game’s narrative, fostering a compelling dynamic between the protagonist and her unwanted passenger.
The Hotel’s Haunting Inhabitants: A Rogues’ Gallery of Evil
The Hotel Barcelona is not merely a setting but a character in its own right. It is home to the malevolent spirits of America’s most notorious serial killers, adding a layer of dread and psychological horror to the proceedings. Navigating this environment, which is filled with these spectral inhabitants, provides the player with an unsettling experience that builds a sense of tension throughout their journey.
Gameplay Mechanics: A Blend of Roguelite Action and Atmospheric Exploration
The Hotel Hub: A Labyrinth of Merchants and Upgrades
The game plays across two main modes, which could be better understood as different sides of the same coin. The primary mode involves exploration of the Hotel itself, serving as a hub from which players can access various services and prepare for their forays into the game’s levels. This hub allows players to interact with a limited but crucial cast of characters: a merchant for consumables, a weapons dealer, a vendor for character upgrades, and one who applies challenge penalties to the current run.
The Illusion of Choice: Streamlined Interaction
While the premise of exploring the Hotel and interacting with a variety of characters initially suggests a vast world with a complex social ecosystem, the actual interaction system is surprisingly limited. There are only four merchants to visit, and after the initial stages of the game, one barely needs to leave their room to prepare for the challenges ahead.
Visuals and Presentation: A Grindhouse Cartoon Aesthetic
Hotel Barcelona’s visual presentation is one of its most compelling aspects. The game embraces a “grindhouse cartoon” aesthetic, which is characterized by bold colors, exaggerated character designs, and a generally over-the-top style. The varied levels feature distinctive visual styles that mirror the deranged personalities of the bosses within them, ensuring a visually stimulating experience. The static images and dialogue sections are reminiscent of cult classic films and television shows, providing an artistic charm that enhances the overall mood.
The Core Loop: Roguelite Action Platforming
At its heart, Hotel Barcelona is a 2D action platformer with roguelite elements. Players navigate procedurally generated levels, battling enemies, collecting resources, and upgrading their character.
Weaponry and Combat: A Variety of Choices
Players have access to three primary melee weapon types: knives, axes, and whirling sawblades. Each has numerous unlockable variations that can be purchased, offering different strengths and bonus parameters. Players also have access to support ranged weapons, offering additional strategic choices. This variety enables players to tailor their playstyle, experiment with different builds, and adapt to the ever-changing challenges of the roguelite format.
The Dream-Like Framing: Blurring the Lines of Reality
The gameplay loop is framed by the narrative device of Justine’s dreams. This narrative choice, in which the action is set within the protagonist’s dreamscape, supports the game’s surreal atmosphere.
Challenges and Limitations: Navigating the Rough Edges
Clunky Controls: A Hindrance to Enjoyment
One of the most significant drawbacks of Hotel Barcelona is its control scheme. Justine’s movements feel clunky and unresponsive, hindering the precision required for the game’s platforming and combat. The lack of responsiveness can lead to frustrating moments, especially in the more challenging areas of the game.
The Grind: Repetition and Frustration
The roguelite nature of Hotel Barcelona necessitates a significant amount of grinding. Players will be required to repeat levels repeatedly to accumulate the necessary resources for upgrades and character progression. The reliance on random elements, such as currency drops and upgrade availability, amplifies the frustration, slowing down the progression.
The Loop: Repetitive Combat and Level Design
While the game offers a few exciting and enjoyable experiences, such as the encounters with bosses, the core gameplay loop can rapidly become repetitive due to clunky movement, the repetitive nature of the level design, and the limited enemy variety.
The Phantom System: An Underutilized Feature
The game allows you to repeat boss fights, and your past attempts are incorporated into the level, appearing as “Slasher Phantoms”. This is a unique mechanic that could have added layers to the gameplay, but the system doesn’t feel fleshed out.
Conclusion: A Mixed Bag of Horror, Humor, and High Ambitions
Overall Assessment: An Ambitious but Flawed Experience
Hotel Barcelona is an ambitious title that attempts to blend the creative sensibilities of Swery and Suda51 with roguelite gameplay. While the game boasts a striking visual style, an intriguing narrative premise, and some genuinely enjoyable moments, it is ultimately hampered by technical shortcomings and design choices that hinder its potential.
The Verdict: Worth a Look for Fans of the Creators, but Temper Expectations
For fans of Swery and Suda51, Hotel Barcelona may be worth a look, mainly because the distinct visual style and zany humor are very much in line with their previous work. However, players should approach the game with tempered expectations. The clunky controls, grind-heavy gameplay, and repetitive level design might test the patience of even the most die-hard fans. Hotel Barcelona is a game with moments of brilliance, but they are often overshadowed by flaws.