As Dusk Falls review – a bold new future for interactive movie games

Don’t be put off by the unusual art style: As Dusk Falls is good. I’d even go as far as to say it’s the best interactive movie game I’ve played, and in that breath I’m considering all of Supermassive’s output (the Dark Pictures games, etc.), Flavourworks’ Erica, Quantic Dream’s stuff (there’s a Quantic Dream link here by the way). And OK granted, this is not a massive sub-genre, but clearly more studios are getting involved and, as far as I’m concerned, that’s a very good thing.

Just in case you don’t know, interactive movie games are largely how they sound: the action mostly plays without you. Your input comes at major decision points when you’re asked to make choices that dramatically change the story. It’s no exaggeration to say characters will live and die based on the choices you make. Those are the big moments but there are smaller decisions too, building to them, and there are quick-time events to plug the gaps and keep you engaged along the way.

The magic of this formula is its ability to engage bystanders like movies do. People will shout things like, “No, don’t do that!” And, “Run away!” and that kind of thing, unwittingly investing themselves in what’s going on. The games are almost as fun to watch as they are to play.

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