Log Status

Completed

Playing

Backlog

Wishlist

Rating

Time Played

4h 0m

Days in Journal

3 days

Last played

February 14, 2024

First played

February 11, 2024

Platforms Played

DISPLAY


Damn it! I would have loved to put this game up on my hidden gem list and scream into the world, that everyone should play this game. But after finishing it, This Bed We Made is neat and clever, but is the obvious result of limited resources.

The game takes place in a hotel in the 1950s and we embody the maid Sophie. Instead of „just“ cleaning up the rooms, we are very interested in snooping around, peeking into the personal belongings of the guests to discover secrets and get some new input for the daily hallway gossip. But one day, we discover that another guest is spying on other guests and even on us, taking photos. The detective snooping marathon begins ..

We are not alone on this journey: in the first few minutes, we can choose between one of two receptionists, which from there one is our partner in crime. Crime because the game kicks off on a police station during an interrogation, so we know that something is going to get wrong down the road.

The interactive repertoire is quite basic, feeling like a 3D point and click adventure. We can only stroll through the notes and belongings of a few guests, step by step, piecing together a little mystery. But it does not evolve above this neatness. It’s easy to read, good to pick up, but is not utterly engaging as the writing is flat and the characters are kind of superficial and one-dimensional. 


I can not shake the feeling of being restricted in this game. Most of it takes place only in the lobby, the basement and one floor. But we can not freely roam and sneak around as we would like to, so we have to railroad from room to room, from clue to clue. And to me, there is often no clear connection between action and consequence, even until the very end. Because: nobody shows up. Ever. There is no sense of pressure or anxiety of being caught. No time-limit to keep us up our toes. We only have to decide, which clues we keep or put back to their original spot, because it effects the outcome of the interrogation in the end of the game.

But the game seems to sail only on the surface, playing it safe and not risking too much. Yes, it’s a small canadian studio, but that does not count as an excuse for lazy and foreseeable writing, slow gameplay and zero sense of reward. It just feels like a well-crafted prototype.

I still enjoyed my time with it, but it’s a pity, I feel disappointed after finishing it and not excited to recommend it. The best word to describe it, would be limitation . And that is the opposite of what I am hoping for in a mystery adventure.