While there may be many who don’t find “interactive storytelling” particularly appealing, as the genre actively and intentionally robs the play of key mechanical interactions thought to be critical to immersion, progress has been made in this area. success. the past ten years.
Telltale in particular has had success with interactive storytelling, The Walking Dead, The Wolf Among Us, and Borderlands Tale have large and broad fan bases who don’t miss out on more mechanical interactions, but very Love the fact that as a player, you’re in the back seat, making important back seat decisions that form the game’s central plot, leaving control and positioning to good… destiny. Even Supermassive has to say it has established itself as a studio with the same passion in games like Until Dawn and now Quarry.
Xbox bets Interior/Night studios can find their way with As Dusk Falls, a game that uses an original visual style to say the least, almost rendered with a static watercolor sequence, and a bit of a down-to-the-ground story, I’ve played through the first two chapters.
Here is an ad:
On Route 66 in Arizona in May 1998, Zoe, her father Vince, mother Michelle and grandfather Jim were crossing the states, looking like they were about to start a new chapter. They will collide with a pickup truck and end up having to make their way to the Two Rocks Motel. From there, the heist begins, and many of the characters’ connections will shape them forever, and seem to mark the years to come for everyone involved.
That’s the main premise of As Dusk Falls, so it doesn’t fail. Neither do individual acting shows and the voice actors behind them give way to a distracting narrative, and one might easily think that when an interactive narrative tells a compelling story, it is, in one hand, enough.
Here is an ad:
But the problem with As Dusk Falls, based on just the first two chapters, is that it’s not true. It’s not enough to tell an interesting story. First, innovative visual styles don’t always work well. Of course, the scenes produced by these moving paintings have light, an artistic dimension that sometimes provides a different visual experience than something like The Walking Dead. But honestly? It seems more like a way to save on 3D modeling, physics engines, and all the other aspects associated with modern game design. And, especially when talking, can almost break the illusion of a character going from a big smile to an angry one, and when you don’t see the gradual transition directly, it’s unnatural to the eyes.
Also, although some objects in some scenes use this style of painting/painting, such as characters, they are placed in the 3D rendered frame. This can produce some very uneven sequences, for things as simple as opening a door or a car being knocked over the road.
While we’re dealing with technical issues, the responsiveness to controls is pretty serious. You might be thinking; “What controls?”, but like the inspiration mentioned above, you decide by moving the analog stick to one of the dialogue options on the screen, let’s say the ride there doesn’t Satisfied, slow and imprecise – not all 60fps. Analog sticks take half a second to register the stick you want to use.
Lack of technology, the distinctive visual style is often outdated. But, again, I’ve only played the first two chapters, or “the book” if you will, and the game isn’t out yet. Control measures, in particular, may need to be adjusted and fine-tuned by July 19.
Meanwhile, it’s worth pointing out that As Dusk Falls offers a fairly innovative multiplayer feature where up to 8 players can make decisions together via a smartphone app. I haven’t had a chance to test this in the time frame specified, but it sounds like a really great addition.
I’ll keep an eye on As Dusk Falls ahead of release because while its special controls, and maybe some visual style, make me wonder if Interior/Night can bring the game to life, the premise, the storytelling, and the will behind it that deserves your attention . Let’s hope the game gets where it belongs.