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Hotel Barcelona Review - Check Out Any Time You’d Like
Game Reviews

Hotel Barcelona Review – Check Out Any Time You’d Like

by admin October 2, 2025


I repeatedly asked myself one question while playing Hotel Barcelona: Why?

Why is the demonic spirit of a serial killer possessing a timid US Marshal? Why is the promising-looking combat so bland? Why is the storytelling so half-baked? Why does the game look as though it emerged from a time capsule from the mid-2000s? I don’t have the answers to most of these questions, but I know one thing: This collaboration between White Owls, the studio led by Deadly Premonition mastermind Swery, and Suda51 of Grasshopper fame, is a bad time. It also encapsulates the main critique of both creators’ works: an abundance of surreal humor and style, but severely lacking in polished substance.

Hotel Barcelona is a 2D action roguelike that sees players fighting across the grounds of the eponymous cursed hotel. As Justine, you’re a government agent looking to avenge your father’s murder by taking down a powerful witch with the supernatural assistance of Dr. Carnival, a murderous spirit inhabiting Justine’s body. This intriguing setup, and the dynamic between the shy Justine and ruthless Carnival, can lead to mildly amusing moments, but the payoff is neither interesting nor entirely coherent. Unfortunately, the action isn’t much better.

 

The game’s roguelike runs consist of time-limited romps through four stages of a level, which is assigned a random weather effect and time of day. You have upwards of two or three minutes to explore a stage before exiting one of several doors to the next area, granting bonuses like increased attack speed or health regeneration. I like that runs are mercifully short, because the mediocre combat lacks enough punch or finesse to make Justine’s revenge quest satisfying.

Slicing foes apart with various weapons like knives, axes, or buzzsaws, or gunning them down with pistols, shotguns, and other ranged options, feels just south of “fine” even after unlocking combos and other upgrades from a skill tree. To its credit, Hotel Barcelona has a few novel ideas. Weather comes into play by affecting how long it takes to build up Dr. Carnival’s special attack, a meter filled by coating Justine in the blood of the foes she slays. Rainy weather rinses the blood off her body, making it tougher to build toward unleashing this screen-filling attack to add a decent challenge.

One interesting concept is playing alongside the “ghosts” of your previous runs through a stage, who can attack any enemies caught in their predetermined path. These can be helpful, but are more unreliable than anything. You can also be invaded and killed by other players (and do the same to them) Dark Souls-style, but this happens so infrequently (possibly due to a low player count) that it’s virtually a non-factor. When someone did arrive and took my life, I cursed them for extending my time in Hotel Barcelona’s world.

The bland assortment of enemies similarly lacks punch, and some unleash infuriatingly cheap attacks that can stun-lock Justine to an early grave. Boss battles, such as ones against a deranged butcher or an alien social media influencer, commit the same sins, and I never looked forward to facing them time and again to farm upgrade resources. While the combat is unremarkable at worst, other gameplay diversions, such as a platforming sequence across a crumbling arena or a QTE-driven surfing segment, are outright terrible due to poor controls and a dated presentation.

Despite Hotel Barcelona seemingly taking the Hades route of advancing the story and unlocking new character conversations between runs, non-critical threads go nowhere, even though some present interesting personalities. I hoped to learn more about Barcelona’s strange patrons, such as an ear-obsessed bartender, a friendly monster living in Justine’s closet, and an unsettlingly chipper receptionist, so I was disappointed that their character development gets cut off at the knees so unexpectedly as the game approaches its climax. Justine’s quest to collect the hearts of three bosses to face the witch is shockingly short, padded by an unnecessary and tedious story mission to recollect these hearts by replaying the same (albeit shorter) stages. This culminates in an insultingly abrupt ending that sheds practically no light on the witch’s motives, the larger backstories of the hotel patrons, and Dr. Carnival’s true nature, which is only briefly teased.  

 

Perhaps these threads become more fleshed out after reaching the two unlockable, seemingly optional worlds, but the secret method of reaching them appears annoyingly vague. And believe me, I tried. I even replayed the final section to reach the game’s one big decision, then made the opposite choice I had before, only to find there is no choice. You’re forced into making the same decision no matter what, offering another example of how Hotel Barcelona shoots its promising narrative ideas in the foot at every turn. Whatever remaining secrets may lie beneath, I have no interest in seeing them.

I know the charm of Swery games (and, to a lesser extent, Suda51 titles) is how utterly bizarre they are, but any chuckles Hotel Barcelona’s quirky sense of humor may elicit were drowned under a sea of head-scratching and outright bad design and storytelling decisions. No matter how many secrets it may have or surreal moments it assaults players with, it’s all wrapped around a dull, limited, and flawed core gameplay experience. You don’t have to go home, but you shouldn’t stay here. 



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October 2, 2025 0 comments
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Swery's oddball roguelike Hotel Barcelona isn't exactly good, but its janky jaunt through horror movie history is endearing all the same
Game Reviews

Swery’s oddball roguelike Hotel Barcelona isn’t exactly good, but its janky jaunt through horror movie history is endearing all the same

by admin September 28, 2025


Ten seconds into Hotel Barcelona, you’re watching an aerial shot tracking a car through the mountains, The Shining-style; a couple of minutes later, a gas station attendant is giving you an ominous warning about the campsite up ahead where a young baseball player drowned. Even the bar you eventually visit has nicked its décor wholesale from the Overlook Hotel. If nothing else, Deadly Premonition developer Hidetaka “Swery” Suehiro’s latest oddball endeavour – an action-roguelike created in collaboration with No More Heroes’ Goichi “Suda51” Suda – is an endearing love letter to horror movies, even amid the jank.

Hotel Barcelona

  • Developer: White Owls
  • Publisher: Cult Games
  • Platform: Played on PC
  • Availability: Out now on Xbox, PC

You play as perpetually flustered US Marshal Justine Bernstein, whose deceased father made a pact with a serial killer named Dr. Carnival long ago. And while the specifics of the deal remain mysterious, the upshot is you’re now possessed – very much against your will – by the evil doctor’s surprisingly chatty soul. But silver linings and all that; it turns out being able to call on the formidable bloodlust of a notorious serial killer is quite handy when you’re battling through waves of undead B-movie rejects on your hunt for the witch that murdered your pa.

It’s a premise that’s compelling in its preposterousness, but Hotel Barcelona doesn’t exactly make a strong first impression as a game. It’s essentially a side-scrolling roguelike where you move from left-to-right bludgeoning monsters until you reach the big boss five areas later at each level’s end. Death means starting over, but you can at least use the spoils of your most recent attempt to expand and upgrade your repertoire of skills for another go. As with most games made by Swery’s White Owls studio, though, it feels pretty rough. Movement is slippery and weightless; its mushy, strangely spartan visuals – which have the air of something assembled using assets from a budget PS2 game when the art director was on holiday – are often completely unreadable, and the chain of responsibility has faltered so much, even the script’s typos have made it into the voice acting.

Hotel Barcelona trailer.Watch on YouTube

But as with White Owls’ previous games, there’s an earnest can-do spirit to Hotel Barcelona’s delirious nonsense – its larger-than-life characters, its wild conversational asides, and its pinwheeling sense of mad invention – that’s easy to like. This is a game where ability upgrades are doled out by a monster – sorry, a French monster – called Tim who lives in your hotel room closet. There’s a suspiciously friendly barman called Grady (what else?) who’ll happily supply useful upgrade materials in exchange for severed ears, and there’s a possibly haunted pinball machine in the corner that’s already hoovered up a significant amount of my time. And while the fundamentals of its roguelike action will be extremely familiar to anyone who’s played Dead Cells and its ilk, it’s got ideas of its own here as well.

I should begin by saying that Hotel Barcelona’s initially stilted combat does loosen up quite quickly as you start to unlock the likes of high kicks and ground pounds, but it remains awkward in a way that I suspect won’t improve. And while enemies in the early stages are rarely more than dim-witted cannon fodder, I’ve been enjoying the wrinkles Hotel Barcelona introduces with each new run. There’s the slowly burgeoning arsenal of knives, sticks, axes, buzz saws, handguns, shotguns, flamethrowers, and projectiles to augment your basic slaps, kicks, blocks, dodges, and – yes – serial killer possession powers. Plus there’s a randomisation gimmick that means the time of day, weather, and even you are different each time.

Image credit: Eurogamer/White Owls

One run might take you on a misty morning jaunt through terror, while the next time you visit the level, it’ll be during a midnight downpour and you’re suddenly three times taller than you were before. And if you want to mix things up even further, there are optional Bondage Rules (don’t ask), introducing handicaps – no melee, no dodging, 1HP mode, lethal water, and so on – for an extra element of risk and reward. It adds a bit of variety to the inherently repetitive roguelike formula, and there’s a further twist in each stage’s comically incongruous doors. Passing through a door takes you along a different path on the way to the boss, but also awards you a random temporary boost – perhaps more health or a stronger attack – you can reclaim from your body on the next run-through. Some doors initiate challenges to complete on-the-fly, while others take you to more discrete areas with minigame-like rules.


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Then there’s Hotel Barcelona’s main gimmick, which sees you playing alongside Phantoms – basically recordings of your previous attempts – with each new run. The idea is you can use your earlier actions to your advantage (provided you don’t stray from a previously followed path, that is) by, say, kiting enemies into your former selves as they whirl violently around. Admittedly, Phantoms have yet to prove particularly useful beyond boss fights, but it all adds up to something I keep being drawn back to, even with the unavoidable jank.

I’m not for a minute suggesting Hotel Barcelona is a genuinely good (or even slightly good) video game, but I do kind of dig it all the same. Yes, its sometimes-tone-deaf jokes fall flat, and yes, it’s a mess. But it’s such an affectionate, enthusiastic homage to horror movies – with its unsubtle easter eggs, and its parade of slasher villain rejects and familiar hunting grounds – that the genre nerd in me can’t help but be swept along. Will I tire of it quickly? Quite possibly. Should you rush out and buy it? Probably not. Am I glad I spent the morning walking the strange halls of Hotel Barcelona with a serial killer inside me? Yes, I most definitely am.



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September 28, 2025 0 comments
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Costa Rican authorities raid hotel in Gardner investigation
Esports

Costa Rican authorities raid hotel in Gardner investigation

by admin September 12, 2025



Sep 11, 2025, 06:54 PM ET

Nearly six months after the death of Miller Gardner, the 14-year-old son of former New York Yankees outfielder Brett Gardner, authorities in Costa Rica on Thursday raided the hotel in which the boy was found dead, and a prosecutor suggested the investigation could result in a manslaughter case.

In his first media interview about the case, prosecutor Kenneth Alvarez told ESPN on a video call that the three-hour raid at the Arenas Del Mar Beachfront & Rainforest Resort in Manuel Antonio was to collect additional evidence related to what an autopsy determined to be Miller Gardner’s carbon monoxide death. It was the first formal search of the hotel since authorities went to the resort a week after the death.

“Let us remember that what was done at that time was the measurement of toxic substances at the site,” Alvarez told ESPN. “Based on those tests, a second proceeding was scheduled, which was carried out today to collect evidence.”

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With television cameras waiting at the hotel entrance, three pickup trucks carrying agents from Costa Rica’s Judicial Investigation Department (OIJ) arrived to conduct the raid.

Alvarez, who has said the investigation centers on the potential allegations of manslaughter, told ESPN that authorities searched the offices of management, maintenance and accounting, retrieving physical and digital evidence. The prosecutor also said that several members of the hotel staff have been interviewed and “have always shown themselves to be collaborative.” There have been no arrests or charges in the case.

Brett Gardner could not be reached for comment Thursday, and a representative from the Yankees did not immediately respond.

Alvarez said Public Ministry officials have had “constant contact with the lawyers that the Gardner family hired in Costa Rica.”

“They knew about the operation, and we have remained in communication,” he said.

He added that authorities have coordinated with an FBI attaché in Costa Rica to help “guide the initial investigation and learn a bit about the profile of the persons.”

Miller Gardner died March 21 at the Costa Rican resort where he was staying with his family. Brett Gardner and his wife, Jessica, announced their youngest son’s death two days later in a statement released by the Yankees. According to the statement, Miller Gardner fell ill along with several other family members while on vacation.

Two days after that statement, a representative from the OIJ told ESPN that Miller Gardner and family members had “gone to eat at a restaurant and that the food had made them sick.” In that interview, the spokesperson said the OIJ considered asphyxiation before ruling it out. The OIJ later confirmed to ESPN by text message that investigators believed the death to be accidental rather than the result of foul play.

On April 2, authorities said the death was caused by carbon monoxide, which might have emanated from an adjacent “machine room.” In June, a representative from the prosecutor’s office told ESPN that the case remained under investigation and that prosecutors sought “to determine whether the cause of death was a homicide or not, and, if so, to establish responsibility.”

Miller Gardner played high school football in South Carolina and wore No. 11, which his father donned during 14 MLB seasons, all with the Yankees. Brett Gardner, a popular team leader, was a member of New York’s 2009 championship team and retired in 2021.

Freelance journalist Victor Fernández Gutiérrez contributed to this report.



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September 12, 2025 0 comments
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