As Dusk Falls looks and plays unlike anything Xbox Game Studios has published before. Because this game, Pentiment, and Grounded are currently Xbox Game Studios’ only titles slated to release this year, a lot of pressure is on As Dusk Falls to impress. But trailers haven’t done a fantastic job at showing just what As Dusk Falls’ narrative and image-based presentation have in store for players.
As such, I was really interested in going hands-on and seeing where As Dusk Falls fell on the narrative game spectrum. Is it a long and very involved choice-driven game like Heavy Rain or Detroit: Become Human? Does it hew closer to Telltale’s classic narrative adventure game style? Ultimately, As Dusk Falls feels more like an interactive show like Black Mirror: Bandersnatch, with occasional quick-time events pushing the boundaries of what exactly an interactive game can be.
As Dusk Falls is a choice-driven adventure about a hostage situation in a small Arizona town in 1998 and how the people involved had to live with their actions. I played the first two chapters of the game, which take place during the hostage situation. Vince, a former airplane mechanic whi’s embroiled in marriage problems and a lawsuit after the airline blamed him for a work accident, has to stop at an Arizona motel with his father, wife, and daughter after their car is run off the road during a move to St. Louis. Unfortunately, three brothers desperate for money steal from the sheriff of the small town near the hotel and ultimately hold Vince, his family, and other people at the motel hostage so they can negotiate with the cops and escape.
While that’s the baseline of the adventure no matter what, how exactly the events transpire, the character relationships,
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