As Dusk Falls Review – No Punches Pulled
Unexpected consequences can result from decisions. If one were to look for the thematic idea that links the story of As Dusk Falls with its gameplay structure, it’s hard to avoid that statement as a driving message. Life is filled with decisions big and small that shape the future, and we don’t always know how an errant word or turn down a different road might eventually conclude. Interior/Night’s emotionally rich and risky debut game isn’t interested in giving you the choice of how the character’s lives turn out; like in real life, that’s impossible to predict. Instead, Interior/Night has created an elaborate series of character portraits that are linked by shared trauma and then invited players to choose how to move forward. This nuanced narrative is both rewarding and often very painful. It’s also gripping.
As Dusk Falls is an action-packed crime story that focuses on the two families that were harmed by a burglary. The hostage situation and subsequent lengthy aftermath are what lead to their connection. Two sympathetic point-of-view characters lead the charge – a down-on-his-luck middle-aged father and a conflicted young man torn by his family bonds – but the broader cast of characters is universally believable and memorable.
Intimate scenes and more intense action scenes like police raids and car chases are both examples of dramatic scenes. Both cases show conversations that are natural and well-written and performed. Although situations may be heavy-handed at times, these moments are in tune with TV series like Fargo and Justified.
Although it can be difficult to adjust to the unusual art style, it helps to highlight key moments and keeps the many decisions-making pauses from becoming too distracting. After the live-action scenes had been performed, paused animation was applied. You can see the great qualities of comics and film in the continuous flow of dialogue, juxtaposed with lightly animated visuals.
As Dusk Falls has a strong approach to multiplayer. This is achieved through the use of both mobile apps and controllers. The majority rules as choices play out, leading to an intriguing set of often unexpected outcomes and likely many conversations that start something like: “I can’t believe you selected…”
While multiplayer is handled well, it’s undeniably odd subject matter for a shared experience and certainly not played for laughs. It is straightforward in its content. It includes weighty issues like marriages in trouble, child endangerment, post-traumatic stress and depression, and even suicide – though the last of those is given a content warning ahead of time with the option to skip. Playing with friends will result in a compelling narrative but it won’t be lighthearted. As Dusk Falls can be shared with friends because of its ability to be played on your phone. It also has a grounded topic matter. This game is a great example of interactive drama.
The system in the background helps to navigate and contextualize the story. You can see the branches of your story at every point. Intelligent game saves allow you to explore any decisions and let you know if there was a better way. When a key character dies, you’re likely to be tempted to go back and take a different way – even if that might go contrary to the message the game is trying to relay. I also love how your choices and approach to play are tracked and fed back to you upon chapter completion, providing critical insights into both the characters as you’ve shaped them, and perhaps even your inclinations.
As Dusk Falls hides many secrets down the winding paths of its story web, and by its nature, you won’t get the full picture in any single playthrough, encouraging replayability. But you may also be tempted to play through one take on the story and then step away, content that you’ve seen “your” version play out. The interactive drama is both satisfying and weighty. However, it’s written with enough confidence to avoid fantasy and superpowers. For players interested in the progress of interactive narrative frameworks, it’s a laudable success. It works even for people who don’t play games. That’s because good characters and storytelling make for a universal experience, and this is a project that has both.
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