![]() Players have a skill in reserve that adds a competitive element to As Dusk Falls: the override. The touch interface is incredibly intuitive and allows players to experience the joy of making decisions and arguing with friends over what path is best. In the style of Jackboxparty games, As Dusk Falls allows players to connect to the game via an app. To make this communal experience more approachable to players, Marchal and the team at Interior/Night looked to the most common piece of technology a person interacts with, a phone. Playing with friends can be across platforms and online or local. The game was designed from the ground up with multiplayer in mind. Game night meets movie night - These decisions are best experienced with a group of players. Playing in a group feels like a session of Jackbox with friends. With an expected playtime of about six hours, my basic math skills tell me that a complete playthrough of As Dusk Falls could contain over one thousand decisions for players to make. Marchal boasts that players will experience “a decision every 20 seconds” in As Dusk Falls. What remains in As Dusk Falls to stay true to the interactive part of an interactive narrative? Decision making. “3D navigation, game overs, anything that will get in the way of people connecting with the characters and enjoying the story.” In order to do this Interior/Night has thrown out gameplay mechanics that could be barriers to entry. ![]() ![]() “I felt one of the things I really wanted to try and do was become even broader, being able to reach a really mainstream audience”. When Marchal moved to London and founded Interior/Night she wanted to improve upon those past projects. Marchal was the lead game designer at Quantic Dream where she worked on Heavy Rain and Beyond - Two Souls. The story never stops and there’s really no pause.” said Caroline Marchal, CEO of Interior/Night and Creative Director of As Dusk Falls.Īs Dusk Falls builds on the genre of interactive cinematic narratives think Life is Strange or Until Dawn. Because the pace of decision-making is lifelike. MicrosoftĬoming out of the preview, I cannot stop thinking about the ways As Dusk Falls is pushing narrative games with new mechanics that lean into the communal fun of experiencing stories. While the story may be a cookie-cutter crime plot, player choice still feels exciting. On my way to the event, a colleague told me she hoped for my sake that As Dusk Falls played better than the trailer at the Xbox Bethesda Showcase made it look. Maybe it’s just me but I can barely keep up with all the uncompromising crime dramas I’ve been told I NEED to watch on tv, a game attempting to do the same thing does not sound super appealing. As Dusk Falls focuses on advertising itself as an “uncompromising crime drama”. ![]() These are extremely vague and general ideas that many stories touch on. Interior/Night says the game aims to explore “love, loss, family, identity, sacrifice, and resilience.” The overarching story of As Dusk Falls follows two families whose stories are intertwined over the course of three generations, all stemming from one chance encounter at a motel in Arizona. It was our job as a communal body to make choices on how to react to the situation to get out with the best possible solution, and with no casualties, if it could be helped. Eight players were introduced to a man and his father being held up at a gunpoint in the lobby of a motel. As Dusk Falls emulates graphic novels in a choice-based story about generational conflict.ĭon’t judge a book by its cover - The 45-minute section of the game I played was set part way into the first of six chapters that make As Dusk Falls. ![]()
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