James Batchelor
Editor-in-Chief
Tuesday 19th July 2022
Today sees the launch of As Dusk Falls, a narrative-driven game published by Xbox and developed by Interior Night -- the UK studio founded in 2017 by former Quantic Dream designer Caroline Marchal.
Marchal -- who led game design for the likes of Heavy Rain and Beyond: Two Souls -- told GamesIndustry.biz back when the company first opened doors that her intention with Interior Night was to bring the Breaking Bad audience, fans of prestige television, into video games.
When we catch up with Marchal at this year's Develop:Brighton, it's clear that goal has not changed. She speaks of trying to reach older and lapsed gamers, core players' partners and families, and people who think games are not for them.
"I find that depressing because games are for everyone -- they're freaking awesome," she says. "And stories are universal. People watch really complex and bold TV series with vastly different tones, so we thought: let's take some of those storylines and see how rich and complex they become once you make them interactive.
"It's super fascinating, because when you make decisions, you put a bit of yourself in every choice, and you see that with everyone you play with. Then you get these really insightful, interesting conversations about why you made that decision, what your values are, and what you stand for."
As Dusk Falls is set in 1998 Arizona. The Walker family is moving between states, but is forced to stay at a motel after a car accident. Shortly after they arrive, the Holt family -- fleeing from the authorities after a local robbery goes wrong -- takes everyone at the motel captive. What happens next is down to the player.
Or, perhaps more
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