Video Games

As Dusk Falls Review – IGN

At first glance, Tou Rock, Arizona is nothing more than a backwater town with tumbleweed and rows of homes. However, only a few are initially displayed, and all that is needed to reveal is that many layers of storytelling depth at dusk waterfalls are one smaller. Over decades tragedy. It’s all about the story, as it’s a self-selected adventure-style graphic novel that cleverly draws ideas from games such as Telltale’s The Walking Dead series and 13 Sentinels: Aegis Rim. Each member of this voice acting cast of a unique and interesting character has its own, often conflicting emotional interests that accelerate the story in hundreds of logical and intelligently connected directions. Through the powerful and often widespread consequences of your own actions, this small town gradually becomes apparent as a barrel full of secrets, vices, and family ties that run far deeper than outsiders initially expect. increase.

The story begins with a robbery when three brothers collide with another family at the auspicious Desert Dream Motel while looking for a place to crouch. You initially alternate between a gentle-speaking younger brother, Jay, and a married father, Vince, who can be more concerned about troubled professional history and family. Voice acting is a few steps above the talented ones, featuring well-known names such as DeusEx’s Elia Stafekis and Returnal’s Jane Perry, with each character playing with incredible beliefs. Will be done. For a game with such a soap opera, few are played awkwardly, which is a big plus.

The orange art style is certainly reminiscent of a show like Breaking Bad, and the finish of the painting is reminiscent of Disco Elysium. Some may be dissatisfied with this art style, but it’s definitely why it stands out for games that focus on other stories. The uncanny valley can make it a little harder to take a particular scene seriously. As I got used to it, my imagination began to fill the gaps between the frames. As a result, I remembered many scenes in much more detail than the ones that actually appeared.

Here, the moral tug of war is constant and you may want to play a 6-hour campaign several times.


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These characters and their motives vary greatly depending on the order of actions you choose, such as confronting a robber with a shotgun or trying to reason with him. Everyone has their own view of Two Rock and its history, and if the story begins to portray a non-player character as a villain, things rarely last long. Here, the moral tug of war is constant and you may want to play a 6-hour campaign several times. Not because you need to do that, but because you are very happy to follow different paths and explore these very different stories.

It’s nice to point out which decision the dusk waterfall is the big decision above the giant sign, but don’t assume that the most obvious choice always gives the desired result. These cascade events always cause twists and turns. This means that things can get out of control in ways you wouldn’t normally intend, and in fact none of the core casts are safe. It’s also easy to get back to a decision that didn’t work if you’re smart about how you want to proceed with the playthrough.

The chances of seeing everything that makes sense in the first run are slim to zero, and with the availability of up to eight player modes where anyone can vote for a decision, AsDuskFalls is far more than any other game. It will be a party game. Visual novel so far. People can even vote using their phone. In the right situation, with the right group of people, it could be one of the most playable visual novels ever.

What’s intense here is the storyline, not the gameplay.


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Fans of TV crime dramas will find themselves at Two Rock. The pace is so slow that even if friends and family aren’t usually interested in video games, this can be a great starting point for them. What’s intense here is the storyline, not the gameplay. Interactions are primarily dominated by quick time events and dialog selections, usually with a fairly generous countdown timer. The point of this story campaign is to explore a large number of story choices and observe often clever and sometimes tragic consequences woven together with well-written stories that may be published in AMC. is.

As a screenshot of the dusk waterfall review

Dusk Falls leaves much more space for meaningful decisions than Telltale games, as you won’t waste your time looking for clues to the puzzles or stumbling awkwardly in a 3D environment. Gives a mere illusion of choice. Some actions, such as talking to the dog and throwing a stick to drive it away, had two very different consequences that temporarily changed the shape of the story. In another example, a series of events led to the early death of one character, but making a completely different series of choices led to completely different results near the end of the story. Many of these decisions may seem innocent or meaningless at first, but they tend to coalesce and influence the overall direction of the event. What you did four hours ago may or may not appear again. As a result, it felt like air when I saw a series of previous decisions come together to form a larger result.

Self-awareness across several layers of the As Dusk Falls cascade event is perfectly consistent, but it’s still a writer’s sleight of hand, just like any other story game with a divergent storyline. The skeleton of the plot remains clean and consistent throughout. Certain events happen no matter what, but the silvery lining here is that different choices can give you the opportunity to see them from completely different angles. For example, a character who died early in the first playthrough was long enough to reveal a secret later in the second playthrough, but the revelation was that the story and some other characters. We have completely redefined our view of. This led me to believe that Dusk Falls didn’t play anything close to full hand for the first 6 hours.

Connecting these still images is a great sound design that faithfully portrays everything exactly like a movie. The original soundtrack by Forest Swords is rich, deep and tense. For example, they appear at ideal intervals to create a bass drama.

Quick time events can be done with a little more imagination, but in reality they only reach the basic “move cursor or quick button tap” prompt and appear in very strange places. Scenes where the character is doing basic things like a cardboard box because of the tendency. At least it gives you something to do in a quiet moment. But overall, Dusk Falls is customary in the field, and after playing Disco Elysium and 13 Sentinels, they both embraced the whole concept of interactive fiction and turned their heads in their own way, so they say Interior / Night. But it’s no exaggeration to say. I didn’t want to go skydiving exactly without a parachute during the escape scene. Yes, it was a reference to a point break. But anyway, it’s not a reinventing the wheel, and if the story isn’t very convincing, the quick-time event will be quite boring.

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