Reviews from

in the past


i love this game so much. adore the characters, their motivations, and how the story unfolds. the music and visuals are hauntingly beautiful and i enjoy the DS-era gimmicks. i want to rotate this game around in my mind.

The writing's severely bloated, and there's this awful mechanic where half the time you can only pick up usable items after you've already found what they interact with. "Luke," you might ask, "aren't the writing and item puzzles the two things that need to be good in a point-and-click adventure? Why did you like this game if those weren't up to par?" Well, hypothetical reader, it's because I'm a sucker for the DSthetic, and this is the most quintessentially "Nintendo DS" game I've played in forever! It's short, easy, laid-back, largely family-friendly, and uses quite literally every single hardware gimmick the original DS shipped with. (Seriously, if you get stuck on a puzzle, odds are you can solve it by asking yourself "which frivolous console features haven't been used yet?" It worked twice for me!) It's the sort of game that could easily have been a formative piece of media for me if I'd encountered it 15 years ago, and one I can see myself replaying whenever I need to de-stress and just sit down with a game that isn't too demanding. Especially since I'm pretty sure I got the bad ending this time around.

this game is proof that dementia is just a skill issue

Ashley rivals Heather for most amusing matter-of-fact observational dialogue. Love using the DAS to save on a DS - 'das' cool. Cing have a knack for creating such impressively audacious games out of meagre locales and stakes, it's content with letting you poke around pre-rendered domestic scenes and solve little puzzles. Sometimes that's enough.

A game with a lot of potential and great ideas. Sadly none of them are correctly exploited.


This review contains spoilers

(replay) all the extra lore in the starred run was really neat and i didn't even realize any of it existed!!!

The presentation reminds me of a Capcut shitpost with all the excessive zoom-ins.

WE'RE SO BACK đŸ•șđŸ•șđŸ•ș

It's truly saddening how Cing made such amazing and inventive takes on the visual novel genre, yet are almost forgotten about since they went under. Still, I'm so excited to replay this and it's sequel on the Switch. 9/10

I hate that the ds version HAS to have the American name

This is another important ds game for me. It has some of the more creative uses of the ds hardware as a whole, a fun story and the soothing Ost on the console. Getting the good ending here is kinda unfair since it's requirements are set up where a replay will most likely still miss obvious ones, but it's short length probably makes that sting a little less. I myself at least can replay it anytime.

Just like Hotel Dusk, this game has a very charming atmosphere, but the excess of backtracking kinda kills it for me.
It's also a very short game, so i didn't expect a bunch of well explored and complex characters, but even then, the cast is just so small

Very short but sweet puzzle adventure. In terms of presentation, puzzles and writing it is entirely weaker than hotel dusk but it's still nice in all aspects. Exploring with D is pretty cozy and Ashley is cute. The music is pretty good too but the sound effects for completing puzzles and stuff are not very satisfying which is kind of a let down. The ending can also be pretty unsatisfying if you happen to not restore all of D's memories which is a pain because there's no indication of what will and won't restore them.

“The living leave traces of themselves wherever they go; and once you’re gone, it’s the traces that tell the story”

Essa frase dita por um dos personagens de Trace Memory nĂŁo sĂł descreve perfeitamente como Ă© desbravar a mansĂŁo Edwards, local onde se passa o jogo, mas tambĂ©m toda a essĂȘncia de jogos de mistĂ©rio desse tipo, ou mais profundamente, sobre como a memĂłria tambĂ©m pode ser material, como a vida continua mesmo apĂłs seu fim.

Trace Memory é curto e agridoce, assim como a vida, e te faz lembrar deste fato. Abaixo da premissa simples e pessoal hå muita maturidade, com adolescentes de diferentes épocas se encontrando e se aproximando em meio à tragédias pessoais.

Contando duas histĂłrias paralelas de forma realista e com pĂ© no chĂŁo, esse jogo utiliza as funcionalidades do DS de forma total e com muita criatividade, e fato disso ter vindo diretamente de 2005 torna tudo mais impressionante. É Ășnico e atmosfĂ©rico, com efeitos sonoros (destaque especial para os sons de passos) e mĂșsicas assombrantes, em uma ambientação simples mas muito bem realizada. Para uma experiĂȘncia de uma tarde, foi bem gratificante, e mal posso esperar pelo remake.

[ps. joguei a demo do remake e
 esperarei promoçÔes]

the overall idea was good, but it was all just far too short for a commercial DS product. plus the dialogue felt kinda stilted but that could be a localization thing.

D is the victorian child who learns about a happy meal for the first time.

Decided to try this in preparation for the remake coming out this month and was pleasantly surprised by it. The fact that it’s short and has mostly easy puzzles means it’s really accessible to play. It’s definitely a fun time capsule for the mid 2000’s. Also a Nintendo published game that takes place in the PNW????

I really had a game that takes like, 5 hours to beat on my shelf for 2 years lol.
Anyway, Trace Memory/Another Code is the definition of cozy. The environments and music just has this unmistakable vibe to them so that even though it's such a short game, I really don't mind taking my time with the puzzles, which thankfully are never too obtuse or complicated, yet take advantage of the DS's capabilities... for better and for worse. There's definitely too much microphone related bullshit for my liking.
It's no FDC2 or anything, and it seems CiNG's own works would only get better after this, but it's definitely an enjoyable time. Here's to hoping the remake can recapture the magic

A mystery point-and-click game from the developers of Hotel Dusk, which I played a few years back. This game features a teenage girl who has arrived on a spooky island in search of her long lost father. I liked the visuals of the game, even if they're a bit basic, and while I was invested in the story, it's pretty simplistic. The puzzles aren't as good as other DS point-and-click games, and while I honestly thought Hotel Dusk went on for too long, this game is much too short. The mysteries, while set up well enough, aren't all that satisfying in the end. I think if I had played this back in the day, and gotten it on sale for like $4, I would've liked it, but there's much better similar fare on the DS.

There isn't a lot to this game. It's an interesting precursor to the far more stylized Hotel Dusk, but on its own it's a nice story with a middling selection of puzzles and generally mundane exploration.

To give the game some credit, I did enjoy the story. While it was predictable and none of the characters stood out as ones I loved, there were some great ideas, I was generally engaged for the whole (admittedly short) playtime and, ultimately, the emotional core tugged at my heartstrings and I felt myself welling up just a tad towards the end. It's close to something excellent but falls short, being a solid effort which I can't take much fault with.

The puzzles, though, vary in quality massively. There are some unique uses of the DS's features that, disappointingly, I couldn't make the most of because I emulated this one. Notably, closing the system partially and using the reflection of the screens to find a puzzle solution is one of the most genius uses of the dual screen gimmick I've seen. Unfortunately, the actual difficulty of the puzzles was low, with solutions coming to me almost instantly. This was made worse by often not knowing HOW to input my solution. You will have to investigate certain objects multiple times, or after interacting with other things, in order to progress sometimes. It was incredibly frustrating when I knew that an object would be important yet Ashley would refuse to grab it until I'd done something else. There's one instance where you're supposed to remember a small object TWO CHAPTERS back and, after you need it, return to that location to snag it. Irritations are usually small but common and while I can't say I hated any of the game's puzzles, I scarcely enjoyed them.

And, all in all, this game is just good. The gameplay doesn't hold the story back but the story doesn't strive for too much and that's okay. I'm keen to get through the rest of CiNG's library (a shame they went defunct), especially to see how the sequel to this game shook things up.

Fun little adventure, another good one from Cing

played the pal version "Another Code: Two Memories" and it's a cute relatively short puzzle/story game I needed to play something different and this definitely hit the spot the story isn't overly deep definitely not as deep is it could be with the topics it's tackling but its wholesome the puzzles are also not too hard and have some interesting gimmicks to do with being on the ds curious to see how the remake handles these

Trace Memory (aka Another Code outside NA) isn't a bad game, but having played it after Hotel Dusk and Last Window, the growing pains are very apparent. This was CiNG's second game--first for the DS--and while it carries the same atmosphere as CiNG's later titles, Trace Memory left me wanting more.

The game is played from a top-down perspective with fixed camera angles, and feels a bit more like an old PC point-and-click than a VN. The story itself is decent (I very much enjoyed the final area), but is held back by it's very short length; you can beat this game in just a few hours. Some of the puzzles feel very contrived, and one of them also literally doesn't work unless you have a physical DS, as it relies on viewing a real-world reflection on the screen.

This game and its JPN/EU-only Wii sequel are getting a remake in early 2024. If you're interested, I would likely recommend waiting for that release to play this!

This review contains spoilers

BILL CIPHER SUCKS IN THIS GAME

Com tĂ­tulo diferente no ocidente, Trace Memory, o primeiro jogo da Cing para o DS Ă© um adventure japonĂȘs com histĂłria cativante e gameplay criativo, incorporando elementos dos point'n'click ocidentais.

Inaugura tambĂ©m um sistema que vai permear os futuros jogos da empresa, onde apĂłs um capĂ­tulo completo o jogo aproveitar para recapitular o entendimento da trama pelo jogador, com perguntas de mĂșltiplas opçÔes.

É uma maneira inicialmente interessante de checar se o jogador esteve prestando atenção, apesar de ser às vezes um pouco óbvia demais.

O roteiro e o gameplay seguram bem e se sustentam atĂ© o final, e o resultado final Ă© bastante agradĂĄvel para o gĂȘnero, tanto como experiĂȘncia, como referĂȘncia.

impressive tech demo for the DS, story isn't bad either


This review contains spoilers

I was expecting a lot more from this. The Edwards family subplot (and especially the mood!) was so much more interesting than the main plot. Short, maybe even a bit trite, and with few interesting ideas explored. I hope to play the sequel one day. More than that, I hope it lives up to the potential which I still think is strong.

I only vaguely remember this.

Amazing story about learning how to cope with trauma, surprisingly complex for a pretty short game. Truly heart-wrenching.

Rather short with some pretty cryptic puzzles and annoying back tracking, but overall a really gripping story with some crazy uses of the DS's features.