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Review:
Hotel Giant 2

Format: PC
Genre: Management
Developer: Enlight Software
Publisher:
Nobilis

Out now

Lewis Denby wants to speak to the manager...

What annoys me the most about Hotel Giant 2 isn't its over-fiddly micro-management, or the reams of enormously demanding guests.  It's not even the achingly slow pacing or the inadequacy of its tutorial campaign.  No, the worst thing, the most crushing and horribly frustrating thing about Hotel Giant 2, is that it doesn't even seem to try.

It's management by numbers, the most uninspiring and hackneyed numbers in the book.  Everything here has been done before, and better.  The required attention to the individual people on your premises?  Thanks, The Sims.  Building and customising attractions and locations?  That'll be from RollerCoaster Tycoon, then.  The list goes on and on.  It's as if the developers have decided to recycle elements of a truckload of comparable games, without coming up with any ideas of their own.

That's all well and good, sometimes.  There are games that don't attempt to push any boundaries or reinvent any genre features that still manage to captivate, enthrall and addict.  Hotel Giant 2 can easily eat away hours and even days of your time, but that's a result of the genre's nature, rather than any particular quality of this release.

"...the concept isn't enough to ride on..."

Improvements over the original can be summarised in three words: new graphics engine.  Nearly seven years later, that's not enough.  Even the user interface is literally identical to that of the previous iteration, and if there are any new options to speak of, they're so insignificant that I didn't notice them.  When Hotel Giant was received to such mediocrity, it makes little sense that there seem to have been no real aspirations in the creation of this sequel.  Maybe the sales were simply adequate.  That's a sorry state of affairs.

There's just nothing that breathes any life into Hotel Giant 2.  The concept of developing and maintaining a hotel chain isn't that inherently exciting in the way that, say, building a theme park is.  But then, watching some people sit around in a house isn't either, but The Sims does alright out of it with its playful nuances.  This is bland.

Not that it does anything particularly wrong.  The flaws mentioned in the opening paragraph are all there really is to complain about, in terms of the actual workings of the game.  It runs smoothly, there's an abundance of features to tweak and play around with, the amount of locations and hotel types is pleasantly surprising, and there's an undeniable mainstream gloss to the presentation.

But beneath all that, you're left with a rather unintuitive game about managing a hotel.  With so many competitors injecting a spark of excitement into their similar releases, that basic concept isn't nearly enough to ride on.

59%
Giant who cares?

About our scores...

Contents
Issue 4

Podcast

Editor's Note

The Special Report
A silly video! Hooray!

The Evolution of Horror
A look back at the genre's history

16-Bit Boy
Do our minds corrupt the most innocent games?

Is it 'Game Over' for survival horror?
Where's the genre heading?

The Angry Gamer
Are games programmed to cheat?

Listen to your Elders!
Lessons from the FPS grandfathers

Interview:
Vince D. Weller
What makes a good RPG?

Interview: Dan Pinchbeck
How far can we push FPS boundaries?

First Impressions: Resident Evil 5
Rekindling the spirit?

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