How As Dusk Falls was dreamed up

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How As Dusk Falls was dreamed up

dreamed, dusk, falls

As Dusk Falls is a narrative game developed by INTERIOR/NIGHT. This independent studio is led by Caroline Marchal, who was lead game designer for heavy rain etc Beyond two souls. As dusk was born after his meeting with Charu Desodt. The latter moved from finance to engineering and developing consoles and mobile devices. She has worked for both Microsoft and startups.

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Caroline Marchal, CEO and Creative Director (left) and Charu Desodt, Production Director (right)

ce Interactive graphic novel follows the story of two families over a period of 30 years. Their destinies intersect in 1998 in the American backcountry, in the small town of Two Rock, Arizona. It’s usually just a simple crossing point, but it will be the location of a robbery where the two families get caught. The Walkers are forced to stop on their way to Missouri after an incident on the road. The Holts, on the other hand, seem to have no prospects outside of the small town.

in one Article published by MicrosoftMarchal and Dusodt come back to something made of As Dusk Falls a game in itself.

Accessibility at the heart of the game

Selon Desodt, As Dusk Falls is “an interactive story with the power of a video game”. He for gamers and beginners alike. We can enjoy it with others, with family or friends, as if we were watching a movie. But Marchal wanted to go further by building the story together.

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The choice is made by voting. The ability to participate with your phone makes the game accessible, even for people who have never touched a controller. Performance has no place here, there is no right or wrong choice and therefore no game over.

You don’t have to be good at games to get by in the game [vidéos]. You just need your life experience.

Caroline Marchal

Encourage immersion

The different scenes were filmed by actors, then the pictures were taken and hand-painted, giving that very special graphic touch. Particular care was taken to transcribe the characters’ facial expressions as accurately as possible. For Caroline Marchal, this attention to detail is very important to increase the immersion and support of as many people as possible, including those who don’t normally play.

As humans, we instantly sense these fleeting micro-emotions on a person’s face.

Charu Desodt

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The characters are designed in such a way that everyone can identify with them. You are not heroes. You doubt, you make mistakes. They have their flaws and face universal problems. These are questions of life and death, but also decisions that seem trivial at first glance, but nonetheless have unexpected consequences.

It is a game that illustrates the vagaries of life. Players decide the fate of characters and some of those consequences can be very unpredictable, just like in real life.

Charu Desodt

Platforms: Xbox Series X|S, Xbox One, PC, Game Pass

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