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The game does start slow as we’re introduced to our key characters, from everyman Vince Walker and his family, to quiet and good-hearted Jay Holt, who’s family is far less…typical. Whilst you never control the characters directly, there are a number of QTE’s for moment to moment actions, from simple things like washing up to avoiding the glare of a sniper’s searchlight. I wasn’t a big fan at first, but it really does grow on you. It’s a bit like watching a really fancy graphic novel. The game is displayed with a pretty unique visual art style, with painted stills of the actors being digitally rendered into the game, fading on top of each other, with occasional animated elements to bring life to a scene. Doing it this way, I did find myself wishing they’d put it in some sort of “recap” of the previous chapters events, but thankfully, I have a pretty good memory. As the player, you’ll make choices, both conversational and decision based with wildly different outcomes.įor the purposes of this review, I decided to treat As Dusk Falls a little like a TV show, and rather than binging the game over a couple of nights, played a chapter or so every two nights instead. Starting in 1998, the tale is laid out across 6 chapters, each approximately an hour or so long. A Tale of Two FamiliesĪs Dusk Falls is an interactive drama, weaving the stories of two different families across a time period of 30 or so years. Note: This review and video is spoiler free. There’s a bit of a grown up party game hiding in here, and depending on your social appetites, you might find you’ll have a really good time with it – especially with friends. So naturally, I’m fairly sceptical of games that are fundamentally just trying to be movies, and potentially ignore what makes the medium so great.Īs Dusk Falls, the debut title game from studio Interior/Night might initially seem to be wanting to go that route, with there being little traditional ‘gameplay’ beyond QTE’s and conversation options as you play through it, but all is not as it seems. Things like Bioshock’s “Would you Kindly” moment or that moment in Brothers: A Tale of two Sons feel incredible, and only work because it’s a video game. I generally love video games for the ways in which that they can tell stories that can take advantage of a medium that allows for player agency and decisions to guide an outcome.
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