The art style has been split between static, hand painted imagery and animation, of which the two always seem to blend. There’s no other way to put it As Dusk Falls looks gorgeous. But all in all, As Dusk Falls deals with these aspects and choices with enough respect that it never feels over the top or glamorised, instead propelling the narrative forward with deeper character development. Given the sensitive nature of some of the themes represented in the game, I can appreciate the ability to go back and alter the narrative, should the content be too distressful. The temptation may prove a little too strong for some, as many will more than likely flick back to a defining movement at the end of each chapter to set things right. But if, like me, you had such a hard time dealing with the repercussions of your choices, you can always head back to a specific point in that chapter, and coroutine the narrative from there with new choices in mind. Much like any other Telltale or Quantic Dream game, the narrative is made to push forward, regardless of your choices. Thankfully, As Dusk Falls summarises each split in the narrative, highlighting which choices resulted in such diverging paths and potentially catastrophic events. While the game actively alerts you when a particular path or outcome has been decided. It’s also worth noting that As Dusk Falls deals with some significantly tough aspects of life, from abuse to suicide, should the themes feel too confronting.Īs Dusk Falls centres around the ability to make multiple choices on the fly, affecting the narrative in specific ways. The gamut of emotions is wide and authentic, with certain choices leaving me so distraught, I would need to replay them in order to achieve a different outcome. As simplistic as that setup is, the narrative does a fantastic job at unravelling the motivations of each character, which only deepen as the narrative continues. What follows is an immediately tense heist narrative that weaves and flows as consistently as it draws you in. On the other hand, the rag-tag trio known as the Holt brothers, have just robbed the house of the local Sheriff, before fleeing to that very same motel to hide. Walking up to the nearby Desert Dream Motel, Vince and his family have no choice but to seek shelter for the night. One group, led by protagonist Vince, are on their way through the town on a very specific road trip, of which its intentions I’d rather not spoil, before a near accident leaves their car out of commission. Set in 1998 in the small backwater town of Two Rock, Arizona, As Dusk Falls tells the tale of two distinct groups of chapters. Tied to many of the developer Telltale’s games’ mechanics in terms of gameplay, As Dusk Falls never fails to present serious situations in unique and interesting ways, reminding players that the stakes are real. Tucked away in Arizona, the small town of Two Rock paired with a deep and nuanced cast of intriguing characters bring to life one of the better video game stories in recent memory. NOT ON THE ICE THAT ALREADY CANNOT SUPPORT THE WEIGHT OF ONE PERSON)įor Luke to live what needed to happen was for him to drop his freaking AK into the water, for him to crawl out, and stay flat on his belly crawling instead of standing.As Dusk Falls is in many ways a perfect representation of its setting and characters. Anybody that knows anything about crossing an ice river knows that you DON'T FREAKING WALK OVER to somebody that's on cracking ice, or that is partially submerged, unless you yourself are on an embankment (i.e. It wasn't about putting myself in harms way. Or, at the least, it should read "You tried to cover Luke." The text "You did not try to help Luke" should read "You were not a freaking idiot and didn't try to stupidly put more weight on the ice, getting Luke and possibly yourself killed." Really? I didn't try to help Luke? Are you serious Telltale?
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