Unlike other games featured at this year's Xbox and Bethesda Showcase, As Dusk Falls made waves by breaking from the norms of game design. From Interior/Night, a team led by former Quantic Dream lead designer Caroline Marchal, As Dusk Falls seems to be embracing an experimental idea and dressing it up in style.
Following the ever-growing trend of visual novels surging onto the gaming scene, As Dusk Falls follows the stories of several characters who all find their lives irreversibly intertwined with one another. While the game itself has many significant stand-out features to it, one of its biggest and most obvious design choices is its art style, and it's getting a very mixed reception from players with many questioning its part at the Xbox Showcase.
8 Great Choose Your Own Adventure Video Games
The premise of the game itself is more straightforward than similar visual novels or interactive narratives on the market, since As Dusk Falls ventures for gritty realism instead of fantastical elements. Set in Arizona in the 1990s, two families collide through circumstances of a hostage situation, paving the way for a great depth of moral challenges to fuel the narrative. Games like these that offer a breadth of difficult moral choices aren't entirely new, but one of As Dusk Falls' most ambitious features is the 8-player co-op functionality, allowing several friends to come along for the ride and share the journey together. Given the previous ties to Quantic Dream, creator of notable adventure games such as Detroit: Become Human, it's unsurprising that Interior/Night would seek to somehow push the envelope of the medium beyond its competition.
However, as promising as this may seem, these aspects are being overlooked by audiences
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