"I've never felt like this before. I just found out that...my father is alive."
Ashley Mizuki Robbins, a white-haired Tomboy who is about to turn 14, suddenly receives a package from her dad who she hasn't heard from in years—mostly because she thought he was dead. It contains a DTS (DAS in the European version, which stands for Dual Trace/Another System), a device that looks suspiciously like a Nintendo DS. Her aunt and caretaker Jessica takes her to the island where dad has been doing research, and leaves to go find him.When Jessica doesn't come back, Ashley decides to go after her. Finding Jessica's glasses on the ground, she starts to assume the worst. She finds her way across the island, through a graveyard, and to a mansion. She meets the ghostD, who can't remember anything about his past life, and who decides to follow her as she tries to figure out just what is going on. At the same time, as they navigate the Edward mansion, D starts to remember things about his past life, closely mirroring Ashley's realizations about her own family.Plenty of frustrations abound in Another Code: Two Memories (Trace Memory in North America), but it has more than enough fun to make up for it. From D's "I Remember!" face to the WMG to the crazy "YOU JUST FIGURED THAT OUT?!" moments that'll make you laugh at childhood naivete, to the random choices you can make, this is one game you must play.Oh, and did we mention there's no way to know which ending you'll get till you get it?The game was followed in 2009 by a sequel, Another Code: R - A Journey Into Lost Memories for the Wii. The sequel takes place 2 years later, as Ashley is called to the Lake Juliet campsite for a camping trip with her dad, only to find there are still a few issues to be dealt with with regards to her past, including a new device that looks like the controller to a hit video game console. Sadly, it turned out to be a No Export for You moment for Americans, as the game didn't perform particularly well in Japan or Europe and received only moderately positive reviews.The Hotel Dusk: Room 215 series takes place in the same universe, twenty-five years before, but is not connected otherwise.
Adult Fear: A lot of family ones. Secrets about your parents, abandonment issues, rejection by your family, loss of family members and something happening to them and either not knowing or being forced to sacrifice for it.
Adults Are Useless: Why else is the teenager girl the one running around and solving everyone's personal problems? That said, when the situation calls for it, they prove to be pretty handy.
All-Loving Hero: Ashley in the second game. Her actions end up solving a number of the personal problems of the other characters, as well as uncovering a pollution scandal that drove Matt's dad's business into the ground.
Already Undone for You: Despite Richard living on the island and knowing you were coming, you still have to solve all the puzzles to get to him.
Bizarrchitecture: An admittedly mild example, but the Edwards' mansion features things like hidden doorways that respond to certain sounds and a wall that opens up when the candles on it have been lit the right way. Rather impressive when you consider that these things were already there by the early 20th century.
But Not Too Foreign: Ashley is half-Japanese on her mother's side. Her other half is either American or British, depending on which version you're playing.
But Thou Must: During all the sequences where Ashley repeats the plot points so she can remember later, if you choose the wrong option, she chides herself for misremembering, then goes back to try again. Especially obvious in the last conversation, where Bill asks you to remember the face of the killer.
Call Back: Near the end of the sequel, the game starts using music from the first game. The final showdown with the villain is extremely reminiscent of the first game's climax as well, albeit with a happier ending.
Daddy Didn't Show: Twice, Ashley starts the game going to meet him and twice he's not there. In the first game, instead of leaving it at that, she decides to go looking for him. It's a bit more understandable when you discover he was drugged and unconscious for some time while Bill gave Ashley the runaround. When it happens again in the second game, it's more the workaholic/absent-minded reason. That time, she's ready to turn and leave, but can't.
Freudian Excuse: Ryan saw his mom die in an accident as a child and his dad used him as a test subject to modify his memories of his mom's death in an attempt to heal his emotional pain, which not only negated his ability to understand love and kindness, but also created a hatred of his father.
Elizabeth's behavior stems from her mother walking out on her when she was twelve, and her father keeping secrets about the divorce.
Hyperspace Arsenal: Naturally. Usually justified in that the stuff she carries is of reasonable size, but it does make for an odd moment in the second game when she pulls Ryan's suitcase out of nowhere to return it to him.
I Can't Reach It: So there's a trunk up on a shelf too high to reach. So how about you pick up the baseball hidden in the corner and throw it at the large piece of luggage!
Both Ashley and D are quite shocked when the Captain can see him, too.
Jigsaw Puzzle Plot: You can find tidbits about the Edwards family and unlock more of D's memories as you examine the island.
Just Between You and Me/Motive Rant: The bad guys have something of a tendency to give monologues when you encounter them, partially because Ashley and her dad keep asking questions. At least one of them lampshades this.
Kidnapped Scientist: Ryan captures Richard late in the second game to force Ashley with his plans.
Kleptomaniac Hero: Ashley is like any good adventure game hero in that aspect in the first game, but she gets away with it since the original owners of the location all died. D lampshades this by calling her strange for taking charcoal. It's a little toned down in the second game.
Lame Pun Reaction: D refers to himself and Ashley as "kindred spirits". Ashley lampshades how lame that was.
Laser-Guided Amnesia: One of the original intentions of the Trace/Another machine, as a means to remove traumatic memories.
Late Arrival Spoiler: Double Subverted. The sequel dances around the first game's revelation of Sayoko's killer's identity for most of the game, only for it to be rather bluntly brought up again near the end.
Multiple Endings: There are two in the original game, the "good" one where D recovers all his memories and moves on to the afterlife or the "bad" one where he doesn't get back all his memories and continues to wander the island.
My Favorite Shirt: Ashley's shirt in the first game. She calls it as such in the second.
Nephewism: Ashley ends up being raised by her aunt.
Neutral Female: Ashley may solve all the puzzles, figure out the sub-plots and pull her dad's fat out of the fire, but she just kind of stands there in the final confrontations. It's justified in that she's a teenage girl up against a gun-toting maniac and her dad is the one they have issues with.
New Game+: Going back and replaying on a beaten game file unlocks all kinds of Easter Eggs, usually in the form of a little extra backstory.
No Export for You: The second game, which has seen release in Japan and Europe, but not in North America or Australia.
No Hugging, No Kissing: Averted when Ashley finally reconciles with her dad in the first game with a big ol' heartwarming hug.
One-Letter Name: D, because he can't remember his real name, only the one-letter nickname. His real name is Daniel.
Only a Flesh Wound: Rex takes a bullet to the shoulder after his Big Damn Heroes moment and manages to stick around to long enough to tie up some plot points, though he doesn't help go after Ryan.
Averted with Gina, who takes a taser shock bad enough to render her unconscious and still deals with shooting pains in her arm afterward.
Only in It for the Money: Thomas' reason for attempting to murder his brother was to get his hands on their grandfather's inheritance. It is actually a subversion, as he needed the money to pay for his son's medical bills.
Parental Substitute: Jessica, Ashley's aunt whom she stayed with. Ashley even says she's like a mom to her.
Parents as People: Despite the heartwarming scenes at the end of the first game, Richard wasn't a good parent after he came back. Justified in that he didn't have much contact with people for ten years, was only a parent for three and still had a ton of issues left to sort out. Deep down, though, it's clear that Ashley is still the most important thing to him.
Poorly Disguised Pilot: As stated above, a lot of time is spent on Matt and his sub-plot with plans for his own game. However, it still ties in well enough with what Ashley is trying to do to avoid being too intrusive.
Pop Quiz: One per chapter. Justified in that Ashley is trying to keep track of what all is going on and remember it.
Professor Guinea Pig: Richard ends up being the first to use the Another device not by choice, but because Bill did it to him.
The Reveal: At the end of Chapter 5 and most of Chapter 6.
Revenge: The reason for Ryan's actions in the second game is that his dad wiped his memories as a kid relating witnessing the death of his mom and the ensuing emotional trauma, which only worsened his emotional health to the point where he now hates good family relationships and crying.
Revision: In the second game, Ashley and her dad show particular concern over Ashley's pendant, which she got from her mom on the night of her third birthday, even showing her getting it in a flashback, and supposedly never goes without it as a memento. Said pendant was never seen or mentioned in the first game or its flashbacks, despite covering everything else that happened on that night.
Rich Bitch: Elizabeth Alfred, due to being the daughter of Rex Alfred, head of J.C. Valley. The end of the game has her admit that her dad's actions have convinced her to try and be nicer, though.
Solve the Soup Cans: One particularly baffling case is when Ashley can't open a bottle with a message in it. You have to retrieve a hammer from another room and then use it to break the bottle. Can't she really smash a bottle any other way? How about throwing it against a wall or something?
Songs in the Key of Lock: One early area has you play the piano to open a secret passage, and later using a music box to open a fireplace passage.
Sound Test: You can pick up a music player in the second game to use. Of course, you can only unlock all the tunes in a New Game+.
There Are No Therapists: Ashley admits she's messed up from not knowing the truth, Richard lost his family for years and their relationship collapsed between games, but we don't get any hints either of the two attempted counseling.
Think in Text: The background tends to go black when this happens.
Unfinished Untested Used Anyway: Played straight with the machine Richard makes, since it was finished only a day or two before Ashley arrived. Averted with the one in J.C. Valley, since you know it already works at that point.
Useless Item: The gift shop purchases at Lake Juliet. Aside from racking up a huge bill for Richard, they don't affect the plot in any way.
Vagueness Is Coming: One message in the second chapter of the first game reads "Bill will come". Nothing else about Bill is explained until Chapter 4.
Video Phone: J.C. Valley has these installed. One puzzle involves Ashley trying to communicate with a staff member with the speech function out on her end.
Video Wills: Sayoko left a message for Ashley in the TAS explaining some of what she did.
Villain Exit Stage Left: Sofia manages to get away scott-free at the end of the game, though Ashley does manage to inform Rex about what she was up to.
What Could Have Been: Game designer Rika Suzuki once commented she would liked to have seen Ashley and Kyle Hyde from Hotel Dusk: Room 215 meet up, presumably in a crossover game. Sadly, with the company of both games having gone under, it will never be.