As Dusk Falls is an ambitious narrative adventure game that fails to execute its grandest ideas, hemorrhaging tension along the way. It attempts to tell a mature, action-packed story about family and loss, but repeated missteps in logic and emotion strip the story of its power. From the mechanics to the branching narrative itself, As Dusk Falls sets clear goals and then fails to meet them, resulting in a choppy southwestern soap opera peppered with sluggish quick-time events.
It feels like this game was purpose-built for me to review it. I’m an Arizona native and the high-desert regions where most of As Dusk Falls takes place are home for me; I grew up hiking the mountain trails just outside of Flagstaff, camping among the creosote bushes and pine trees, and partying on the edges of the valley, surrounded by saguaros and dust. I know how the landscape shifts along the I-17 from Phoenix to the Grand Canyon, the mountains swallowing up flat dry land and spewing out smooth red rocks and craggy black cliffs.
I love my hometown and I was excited to see it portrayed in a video game, especially from a new UK studio headed up by Caroline Marchal, the lead designer of Heavy Rain and Beyond: Two Souls. As far as the setting goes, As Dusk Falls gets it mostly right. I’m not going to be too precious about the details here – the landscape shifts from northern to southern desert in an unrealistic way and all the exit signs are European – because the environment does its job of grounding the characters in an isolated town.
What’s actually jarring is the dialect in As Dusk Falls, which leans heavily on stereotypically rural words like “ma” for mom, “pa” for dad and “pappy” for grandpa. These terms aren’t the norm in Arizona, even in small
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