At first glance, Two Rock, Arizona is just a backwater town of tumbleweed and a few row houses. But it’s very little as it first appears, and Dusk Falls’ many layers of storytelling depth are a small, spanning decades Tragedy. And it’s all about the story, as it’s a choose-your-own-adventure-style graphic novel that cleverly borrows ideas from Telltale’s The Walking Dead series and games like 13 Sentinels: Aegis Rim. Each member of this voice-acting cast of unique and interesting characters has their own, often conflicting emotional stakes that propel the story in hundreds of logically and intelligently connected directions. Through the powerful and often far-reaching consequences of your own actions, this small town is slowly unveiled as a powder-filled mess of secrets, vices, and family ties that run much deeper than any outsider might initially expect.
The story begins with a heist by a trio of brothers who, while looking for a place to crash, bump into another family at the auspicious Desert Dream Motel. You initially alternate between the soft-spoken youngest brother, Jay, and Vince, a married father who can either care more about his troubled business history or his family – depending on how you play him. The voice acting is several notches above the competence, with familiar names such as Deus Ex’s Elias Toufexis and Returnal’s Jane Perry, just to name a few, and every character is played believably. For a game with so much melodrama, very little of it is played awkwardly, and that’s a huge positive.
The orange art style definitely harkens back to shows like Breaking Bad and the painterly finish is reminiscent of Disco Elysium. Some may enjoy this art style, but arguably, that’s what makes it stand up so well compared to other story-focused games, where the odd gulf can make some scenes a little hard to take seriously. Once I got used to it, my imagination began to fill in the gaps in the frame. As a result, I remembered many scenes in more detail than they actually appeared.
These characters and their motivations can change depending on the sequence of actions you choose, such as confronting a marauder with a gun or trying to reason with him. Everyone has their own opinion about Two Rock and its history, and if a non-player character begins to paint the story as a villain, things rarely last long. There’s a constant moral tug-of-war here, and you’ll only want to play the six-hour campaign multiple times; Not because you have to, but it’s very satisfying to take different paths and explore these wildly different stories.
It’s great that As Dusk Falls points out which decisions are big ones with big symbols, but don’t assume that just the most obvious choice will always have the desired outcome. These cascading events are a constant source of twists and turns, meaning things can spiral out of control in ways you don’t intend, and practically no main cast is safe. It’s also easy to go back on a decision that didn’t go your way if you’re picky about how you want to take the playthrough.
With little to zero chance of seeing everything make sense on the first run, and the availability of an up to eight-player mode where everyone can vote on decisions, Dusk Falls is more of a party game than any other. Visual novels to date. People can also vote using their phones. Under the right circumstances and with the right group of people, it could be one of the most replayable visual novels to date.
Fans of TV crime dramas will feel right at home in Two Rock, and the pace is so relaxed that even if your friends and family members aren’t into video games, it could be a good starting point for them. It’s the plot that’s intense here, not the gameplay; Interaction is largely dominated by quick-time events and interaction options with a countdown timer that is often quite generous. Finding the abundance of story choices and then seeing their often clever and sometimes tragic consequences is so well-written on AMC that it’s woven into the story because the core of this story drive.
Just like the Dusk Falls review screenshots
With no time wasted figuring out puzzles or awkwardly stumbling through 3D environments, Dusk Falls leaves room for a greater number of meaningful decisions than any Telltale game, and they don’t feel like they are. Giving only the illusion of choice. Certain actions, such as talking to the dog versus throwing a stick to repel the dog, had two different outcomes that temporarily changed the shape of the story. In another instance, a series of events led to the early death of one character, while making completely different choices led to a completely different outcome at the end of the story. Many of these decisions may seem innocent or pointless at first, but they add up and influence the overall course of events. Something you did four hours ago may or may not pop up again. As a result, it was incredible when I saw a chain of previous decisions come together to produce great results.
The self-awareness of As Dusk Falls’ many layers of cascading events is impeccably consistent, but it still falls short on the writers’ part, and like any other story game with plot branches, the plot skeleton is pretty sloppy. Completely compatible. It doesn’t matter if certain events happen, although the silver lining here is that if you make a different choice, you will have the opportunity to see those events from a completely different angle. For example, one character who died early in my first playthrough later lived long enough to reveal a secret in another, and that revelation completely redefined how I saw the story and some of the other characters. This leads me to believe that Dusk Falls doesn’t play anything close to its full hand in the first six hours.
Tying these still images together is excellent sound design that accurately portrays everything with cinematic fidelity. The original soundtrack of Forest Swords is rich, deep and tense – coming in at ideal intervals, for example, to create drama with a bassy tone.
Quick-time events can be done a little more creatively, however, as they only occur at “move the cursor or quickly tap a button” prompts, and they tend to appear in some very odd places, such as scenes where your character is doing something as basic as packing a box. At least it gives you something to do in the quiet moments. But overall, since Dusk Falls feels traditional in this area, and after playing Disco Elysium and 13 Sentinels, these two took the whole concept of interactive fiction and turned it on its head in a unique way, it’s safe to say that during the interior/night getaway scene, you didn’t want to go skydiving without a parachute. . Yes, that was a reference to the point break. But still, it doesn’t reinvent the wheel, and its quick-time episodes would be downright boring if the story weren’t so compelling.