iGamesNews
  • Home
  • Forum
  • PC
  • Sony
    • PlayStation
    • Ps5
  • Nintendo
    • Switch
  • Microsoft
    • Xbox One
  • Mobile
    • Android
    • Ios
  • Reviews
    • Guides
No Result
View All Result
  • Home
  • Forum
  • PC
  • Sony
    • PlayStation
    • Ps5
  • Nintendo
    • Switch
  • Microsoft
    • Xbox One
  • Mobile
    • Android
    • Ios
  • Reviews
    • Guides
No Result
View All Result
iGamesNews
No Result
View All Result

As Dusk Falls Review – The Bold New Future of Interactive Cinematic Games

The Boss by The Boss
August 6, 2022
in News, Reviews
0
iGamesNews.com - Referral badge
An interactive film that tells a haunting story of human choice.

Don’t be put off by the unusual art style: Dusk Falls is fine. I’d even say it’s the best interactive cinematic game I’ve ever played, and I’m considering all the outputs from Supermassive (Dark Pictures games, etc), Erica from Flavourworks, Quantic Dream stuff (there’s a Quantic Dream here by the way) Dream link). Well, of course, it’s not a huge subgenre, but obviously more studios are getting involved, which is a very good thing in my case.

Dusk Falls Review

  • Developer: Indoor/Night
  • Publisher: Microsoft Game Studio
  • platform: Played on Xbox Series S
  • Availability: Releases 19 July (tomorrow) on Xbox Series S/X and PC for £25.Included in Game Pass

In case you didn’t know, interactive cinematic games are largely what they sound like: the action mostly happens without you. When you’re asked to make choices that significantly alter the story, your input comes from major decision points. It’s no exaggeration to say that a character lives or dies depending on the choices you make. These are big moments, but there are also smaller decisions that build on them, and there are quick events to fill in the gaps and keep you engaged throughout the process.

The magic of this formula is that it engages onlookers like a movie. People would yell “No, don’t do that!” and, “Run!” and that sort of thing, unknowingly throwing yourself into what’s going on. These games look almost as fun as they play.

This is a good overview of what you can expect in As Dusk Falls. It really fits.

As Dusk Falls takes it a step further, letting spectators join the game directly using a controller or using a phone/tablet via a companion app, and choose what they think the character should do. The most popular choice wins. There’s even Twitch support that allows viewers to do something similar. I didn’t get a chance to test the game with friends, but I did play it through the companion app and it was well controlled. The app effectively turns the phone into a giant touchpad.

But none of that makes As Dusk Falls good — it just makes it a certain type of game. The beauty of it is how it delivers it. Developer Interior/Night has a real understanding of what makes this type of game work.

Take art style, for example. It’s quite unusual – it reminds me of photorealistic comic strips from a few years ago, which I always felt too real life – and it’s not fully animated, which means, among other things, the characters’ lips are on them Does not move speech while speaking. It takes a while to get used to, but when you get used to it, it’s actually very effective.

A man takes shelter in a motel shootout.

This is Vince, one of the main characters. I like that he’s not a typical chiseled male lead.

It’s amazing how each scene is able to convey the same sense of drama and emotion as a full animation, relying on just a few keyframes. One of the key parts is how to capture the character’s expression well. It could be a head thrown back to create a loving look, or a distant stare as a character sinks into melancholy – whatever it is, you can see it clearly and understand it. They are images you can only create by looking at them up close, and I had to dig into Ed’s interview with interior/nightscape boss Caroline Marchal (Heavy Rain and Beyond: Former Chief Designer of Two Souls) and found that’s exactly what happened here The thing: The images were taken from the set, the performance was captured and then painted over. really do. Layer the audio and generally impressive sound on top, and once you stop looking for lip movement, you’ll forget anything’s missing.

The neat thing about this is that it removes all the laborious, time-consuming, and expensive animation work typically involved in making games of this type. No lip-syncing is required, which has the pleasant side effect of making the game very easy to localize in other languages ​​(and includes voiceovers in many different languages). That means gaming is easier on the hardware as well, and for me, it runs fine in 4K on the Xbox Series S.

There’s also a sense that, by eschewing the heavy cinematic workload, Interior/Night saves more time and energy to focus on what really matters in a game like this: the story and the characters. After all, if we don’t care about them, why should we care about what’s happening on the screen?

The bearded Vince in As Dusk Falls stares at the rapid events that flash across the screen.

The choice and consequences flow chart at the end of the As Dusk Falls chapter.

An example of a quick time event includes sliding the thumb or thumbstick in various directions depending on the input method, and pressing the screen/button in various ways. Also, look at the flow of possible options and consequences. Don’t look too closely to avoid any potential spoilers (but I’m trying to pick a very neutral one).

Broadly speaking, the story follows two families who collide at a motel in small town – small town – Arizona. One is a family with young children and old grandparents on their way to their new home, and one is a family that has more trouble with makeup. But what initially looks like a closed confrontation will soon swell into something bigger that will spread over a larger area and many, many years.

It’s in telling As Dusk Falls’ truly great story that we take the time to showcase and surround almost every character we meet so we can understand who they are and why they do what they do. I’ve never seen a game as deep as Dusk Falls, and I’ve never delved into it and tackled a variety of topics. At the end of the day, this is a game about human and possible transformations in real life, a drama rather than a monster movie or sci-fi adventure. That doesn’t mean it’s boring – it’s definitely going to happen, and it’s a lot more than I expected given the drab beginnings – just that it presents some situations, as extreme as they may be, from a related , from the human point of view. That’s how the game deals with mental health, fair warning, suicide (though it’s obviously iconic and skippable), and it never feels sensational in doing so.

Games do this in a number of ways. There’s a storyline going on right now, but also flashbacks that backfill many of the characters you meet. These anchor to a few key playable characters, but pull others around them. Some flashbacks go back a few weeks, some go back a few years, and they all have powerful effects that can completely flip your view of what’s going on in the current timeline — and expand the game considerably.

Pre-chapter warning screen about suicide-related skippable content in As Dusk Falls.

The game touches on some heavy topics, which is part of what makes it stand out as a complex theatrical experience. Everything is handled with care, and as you can see, tons of trigger warnings.

Who’s the good guy and who’s the bad guy, it’s a debate you’ll keep going, and being able to play both sides of the equation at the same time makes for some puzzling decisions. I sat there for a few minutes at a time, chewing the toughest ones, staring at them like doors to the future I wish I could see.

The larger selections are not timed, but the smaller ones are timed to maintain rhythm and tension. This is another area, as Dusk Falls plays quite a trick in it. The art direction helps you by removing all the slack in-between moments that the game doesn’t need, although there are moments where you’re free to look around an area – moving the cursor to highlight points of interest, like in point-and-click games – you’re never alone . The pace is never slow. There was always a palpable sense of tension, and there were some wonderful surprises at the climax – I wrote “Wow!” and took notes a few times during events I hadn’t foreseen; because Dusk Falls wasn’t afraid to go there. It has more twists and turns than a hasty situation.

“Sometimes silly, as real as Dusk Falls”

It obviously takes a lot of inspiration from TV, breaking the game into chapters with an engaging intro to get you revisited and ready for another night of gaming. The chapters are then divided into two “books” representing the two main timelines in the game. All in all, it lasted me about six hours, but here’s a clear call to make a different choice again – after each chapter will show you a web of choices and consequences, showing but not destroying what you missed All possibilities.

Since Dusk Falls represents a bold new future for interactive cinematic games – a future where games can move away from supernatural wonders and thrillers, people have to rely on human drama to please us. Well, this does occasionally turn into a soap opera, but at other times it’s tender and deep and dark, even profound. It shows how games approach such stories and themes with care and understanding, and how it pulls us into the lives of others and throws us into the decisions they have to make. That’s my real impression of this game: the story – the human story. They are haunting, embarrassing and beautiful stories that I can see in the world around me and that I can relate to myself. It’s a game that reflects our own lives in many ways. As silly as it can be at times, Dusk Falls feels real and I can’t think of a higher compliment to give it.

Tags: boldcinematicduskfallsfutureGamesInteractiveReview
Previous Post

New offers for PC games from 1 euro and a half

Next Post

How To Make Your Own Xenoblade Chronicles 3 Monster Name

The Boss

The Boss

Gamer, passionate about video games, technologies, gadgets and everything related to the world of electronics.

Related Posts

News

MultiVersus data mining suggests Beetlejuice and Oz’s Wicked Witch of the West is coming to the game

August 16, 2022
News

Photo of the day: Shameful! Fortnite destroys Vegeta’s image forever (refrain sensitive souls)

August 16, 2022
News

Zattoo: “Clear language” makes dialogue easier to understand – these stations are already available with a new soundtrack

August 16, 2022
Reviews

Secret Headquarters directors wanted to make another superhero movie

August 16, 2022
News

All new games in August 2022

August 16, 2022
News

Xbox, very disappointing numbers finally revealed

August 16, 2022
Next Post

How To Make Your Own Xenoblade Chronicles 3 Monster Name

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

  • MultiVersus data mining suggests Beetlejuice and Oz’s Wicked Witch of the West is coming to the game
  • Photo of the day: Shameful! Fortnite destroys Vegeta’s image forever (refrain sensitive souls)
  • Multiversus would receive characters from The Matrix, Beetlejuice and The Wizard of Oz, according to leaks
  • Google is wrong and launches Android version 12 instead of 13 on some Google Pixel
  • Nintendo testers launch a harsh and detailed complaint of sexual harassment towards the company
  • Home
  • Contact Us
  • Privacy Policy
  • Contact Us
  • Cookies
  • Privacy Policy

© 2021 IgamesNews - The Best Video Game Website in English.

No Result
View All Result
  • Home
  • Forum
  • PC
  • Sony
    • PlayStation
    • Ps5
  • Nintendo
    • Switch
  • Microsoft
    • Xbox One
  • Mobile
    • Android
    • Ios
  • Reviews
    • Guides

© 2021 IgamesNews - The Best Video Game Website in English.