Robbery gone right
I know I’ve found a new favourite show when it’s impossible to stop watching.
As Dusk Falls doesn’t limit you to just one or two perspectives, though.
This helps you connect to the cast and in turn, creates a journey that feels very personal.

As you might expect from an interactive drama, the story is yours to control.
These include options for extending the QTE timers to 20 seconds and changing any button-mash sections to single taps.
Interestingly, there are no wrong decisions in As Dusk Falls.

There are no fail states to be found, so every interaction is vital, no matter how small.
Seeing how far the story can diverge made me want to replay almost immediately to see those different outcomes.
Unlike Supermassive’s similar narrative adventures, there’s no walking around or exploring in As Dusk Falls.

It is told through a series of visual novel-style watercolour stills with very light animation.
Most of them revolve around Dale Holt, the middle child of the three Holt boys.
Dale Holt is a Bad Guy who is often badly written.

One particular scenario involves Dale screaming at a barking dog to be quiet.
Fortunately, this wooden dialogue seems unique to Dale and his role is minimised fairly early on.
In multiplayer, everyone gets a cursor to vote on decisions.

This is the chaos that I live for.
Everyone wants to submit to the mean threats and throw their hands up?
Not me, I override and lunge for the nearest gun.
Cue an evil laugh from me and a loud outcry from all the other players.
It immediately establishes an incredibly tense situation and I couldn’t stop playing until I’d seen it through.