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In As Dusk Falls, A Satisfying Ending Doesn't Demand A Pleasant One
Narrative adventure games often land developers in a precarious situation. Inspired heavily by film and TV, the genre tends to stand out thanks to its branching paths, interactive roads not taken, and various endings. That means any team making such a game is writing not just one story, like a TV or movie writer, but many, and because any player could travel down any particular path, each one needs to feel satisfying in the end. Thus, many games in the genre struggle to strike that balance. Having played and seen several of As Dusk Falls' various outcomes, I find it to be one of the best examples of a story that ends well no matter where players take its characters.