[Review] Everything depends on your 'choice'

Ashe Do you like crime dramas? The relationship between the intertwined characters, the big crime that penetrates between them, the tight tragedy that extends to the side branches, the tension that is driven without breath, and the nervousness. Well-made crime dramas tighten all of them and stimulate everything from viewers' perspectives, hearing and thoughts.

As Dusk Falls has all the elements. It feels like a well-made crime drama in the media of the game. Two families intertwined for 14 years, and tragic crimes between them, and for six hours, the players focus on the amazing story they release for six hours. Sometimes you get sad.

What is surprising is that immersion and colorfulness. As Dusk Falls has a lot of stories. Even in the same situation, different stories will be unfolded depending on the previous choice and the current choice. All the tightly intertwined options continue their own results. It's also very natural.

Whether it's a game, a movie, a drama, a book, or a performance, you'll know if you've seen or played a lot. There aren't many works that say the same story again and again.

And Askpalls did it. After 6 hours of focusing on the one round, I want to check the story about the next choice. Would this character's story changed if I made a different choice? What happened to their relationship? I have a lot of curiosity.

Game Name : As Dusk Falls Genre Name : Interactive Drama release date : 2022. 07. 20. Review : Launched version | Developer : Interior Night Service : Xbox Game Studios Platform : PC / Xbox Play : xsx | s

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Related Links: Metacritic page / Open Critical Page

After all, the important thing is the story

As Dusk Falls is an interactive game. It's a game where everything is concentrated on audiences, but the player's choice plays a big role.

Since the content of the game itself is focused on watching, it is a big part of what you see and hear. And Askpalls perfectly expresses all of that part with the acting of the 'awesome' voice actors, the graphics of each person's expressions, and the connection between the scenes that don't break the flow. As a result, I have a high immersion work that can't be taken off from the controller throughout the play.

Interesting dramas are so immersive that they can see the entire series, which is as short as several hours and as long as a few tens of hours. You may have experienced it once. Obviously, after work, I sat on the couch with a can and remote control. Sometimes the whole weekend disappears.

This is the same. Based on the Arizona Tour Rock's Desert Dream Motel, the stories of various characters are alternately unfolded. The starting point of the tragedy, the development, and the stories of those suffering from it continues smoothly. Not only is the main story itself very exciting, but also the stories of the soldiers who are involved in the event are surprisingly naturally connected.

There are two families at the center. Jay's family who drove tragedy to the Desert Dream Motel, and the family of Vince and Joy who were caught up in the tragedy. Simply looking at it, I think it's dealing with what's happening between the assailant and the family of the victim, but the internal situation is not so simple.

The stories of two stories of three chapters, each of the characters in six chapters, are more complex and more tragic than they think. At first, it seemed like a simple armed intensity and the story of an ordinary family that was caught up in it.

The player naturally plays the game at each chapter. In other words, as the chapter progresses, you will learn more about the story of more people and confirm the inner situation of more events. And the story, which is peeled off one by one, provides a strong immersion and a bigger concern for the player's choice.

It is not possible to mention the contents regarding the story of the story, but the scenario of Askpalls is closer to the series than the movie. The two stories that appear in each chapter cross naturally, as well as the development and direction method, and not all of the short breaths.

It is also composed of two types: the story of the long flow in which every chapter becomes the main and the short story ending in the chapter. The 14-year long tragedy that penetrates the entire game is dragged all the way, but the contents that can affect the player's choice and perspective are released in the omnibus episode.

As a result, many commonly speaking rice cakes are sprinkled and recovered throughout the story. Even with the cumulative choices, the stories you see in the turn will change each time. Thanks to this, the play play is more fun than the first play. If you check and experience a lot of stories for each play, you don't know how time passes.

Butterfly effect of selection

The characteristic and limitations of the interactive game are actually 'choice'. It is really important to how the story will change according to the choice, how will the ending will be, what the small choice means, and so on.

No matter how fun the story is, if the player's intervention is so limited, it will be closer to the 'seeing' media than the game. On the other hand, if you have too many options, it's hard to be immersed in the story. And if many of the options do not affect the progress, it doesn't mean it exists.

But Askpalls really exquisitely matched its balance. Choosing, development, story, flow, manipulation, and influence are well expressed without lack. Not only a big choice that directly affects the story, but also a minor choice is accumulated and stacked to bring something new.

In the case of the main story, no matter what choice you make, the big flow itself does not change. But this is just like not changing the skeleton, and everything else changes. Obviously, you run the same road, which can be accumulated and accumulated, or it can be alone or with someone else. Running from a fire-spreading building can be one or two.

What is surprising is the effect of the choice on the character. This game is not only a change in the event, but also the actions, tone, and thoughts of a particular character are basic, and all of them are naturally connected to more than that. And all these changes do not come from a huge choice. The existing choices are piled up one by one, leading to change. After choosing A, if you choose B, and select C, you can see that all the results gather and create a start called D in the next chapter.

And the choices that have such choices affect the whole story. One choice from Chapter 2, and the conclusion, will continue, as well as in the third chapter, in the fourth chapter, and in the last chapter. In other words, the player's choice is not just fragment. One choice can bring a butterfly effect, and many choices accumulate to bring about one result.

Ask Falls puts a lot of choices and the results of that choice to the main skeleton like flesh. So let's talk one by 1. Even if you tell the story of the same person in the same date and place, what the story contains, what kind of characters other than the protagonist will appear, and how the later story will flow. It changes.

There is another noticeable thing. This is part of the appearance of the option. All options in this game do not appear as they quit the story. As the scene is flowing, it only presents the options by showing the thoughts of the character naturally. This is related to the space where the option is visible and the time given to the choice.

The options of Asusk Falls don't just float like subtitles in the corner of the screen. In the middle of the screen, it appears big in the most visible place. There is no need to move the player of the player who appreciates the flow of the story in the center of the screen. You just need to see the space you were looking at, the options that come to mind in that space.

The rapid movement of the gaze in the transition of the scene is actually one of the main culprit of immersion and flow. It is also the basis for editing cuts to ensure that the eyes of the person are naturally connected. Ask Falls put the options that appear with the slow of the scene under the extension of the gaze. The same is true for actions that take a simple way, such as Swipe, tab, and batter.

And we distinguished the main choice and instantaneous choices through 'time'. The important choice that will affect the entire game is enough to think and choose, and on the contrary, the instantaneous choice only offers a short time to choose the idea that comes to mind.

Of course, the important choice is to show the icons and explanations so that you can check it through text. This makes it possible for the player to think about the momentary choice a bit less burdensome, on the contrary, the important choice.

So what kind of choice did others make?

The stories of Askpalls are never simple. It allows you to choose a number of standards, including morality, family, desire, honesty, and false.

Even at this point, if you don't have my help, you can die, such as a situation where someone may die, a situation where you have to sacrifice your family, and a situation where you have to hide your true heart and sacrifice for peace. And according to that choice, a lot of results follow. It might be a responsibility.

After a variety of choices, every time one chapter is over, the player directly sees the results of their choice. It is through the timeline and summary. In the timeline, you can see what kind of choice the other users who played the game, how many users who made the same choice as themselves, and what are the choices and results I missed.

It doesn't seem to be a big deal, but after playing the game, it feels like another small content. You can feel a sense of bonds by how many people played the game at a similar point of view. It also supports multiplayer or broadcast mode, but even if you play single play, you can gain experience with more people through the timeline.

In fact, after making a choice that no one would do, I was surprised to see that more people picked the same route than I thought, and on the contrary, I was embarrassed to see that it was a few choices that everyone seemed to choose.

You can check the tendency of your choice

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