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How Interior/Night approaches narrative in As Dusk Falls and the impact of player agency

Narratives in video games are getting more and more complex, as seen in As Dusk Falls from Interior/Night. As the medium evolves and matures, video games are able to tell deeper stories with very compelling subject matter. Often times these stories give players the agency to dictate where the story goes. A choose your own adventure type of experience, if you will.

For many developers, these stories are often inspired by other mediums. Take, for instance, Interior/Night’s debut game is inspired by many fan-loved crime dramas like Breaking Bad, Fargo, and Dog Day Afternoon. However, As Dusk Falls also features stress-inducing choices where relationships and lives are impacted.

We had the chance to sit down with CEO and Creative Director Caroline Marchal and Production Director Charu Desodt to discuss how Interior/Night utilizes the gaming medium for its narratives. Additionally, we were able to gain some perspective on As Dusk Falls’ unique multiplayer integration.

Both Marchal and Desodt are longtime veterans in the gaming industry and bring their own unique experiences to the table. Marchal has worked on narrative-heavy titles, including Heavy Rain and Beyond: Two Souls. Desodt was a core programmer of Sony’s SingStar franchise.

Question: I’d like to talk about the current landscape of the games industry. We’re now a couple of years into a brand new console generation. Games are able to tell diverse stories like never before, and the fidelity of those games is reaching new highs. As a game creator, how do you approach a new idea in this era?

Marchal: It’s really about telling human stories, grounded stories. We have authenticity, coming from our personal experience and also our diverse team. We’ve got a very big mix of talent.

Desodt: I’d say in the team, we are about 50 people. When I first started, at the studio’s inception, there were just five or six. But it’s really a team of veterans from the games industry, but then also emerging talent from TV and film. So we’ve taken all those influences and perspectives and put them into the game.

In terms of innovation, I’d say that a lot of the people in the team have worked on innovative games and have really challenged the existing genres. I think Heavy Rain did that, obviously, within the narrative genre. Some of the games I worked on did that within the social gaming genre and music genres.

Marchal: SingStar!

Desodt: Yeah, that’s like a billion-dollar franchise. So, I think a lot of gamers are early adopters. They’re very used to putting tech and creativity together. This broadening of the games industry, culturally, is exactly the right direction. Everything’s changing from the platforms, the game types, and the people who are interested in games. So it’s just a natural evolution.

Q: Gaming has evolved to a point where genres are continually bending around the media more than the other way around. I’ve seen the studio refer to As Dusk Falls as an “interactive drama”. What does this mean to you and the project?

Marchal: It’s a story you can play. We say drama because it’s more specific, it’s a crime drama. It’s got this mix of crime elements with the hostage situation and then the escape across multiple states. The drama is about the people and the relationships. What you decide to do with your wife or your child and how you try and accommodate your family’s demands. That might conflict with your morals or your own safety. There are really universal struggles and questions we can all find relatable in our own lives.

Desodt: What is really unique for me is it’s super simple to play. It was designed that way from the ground up. But then you have a really complex video game base behind how we achieve that simplicity. Plus, all the different ways that you can play the game. It’s cross-platform; you have Twitch integration. Single-player is a brilliant experience, but the multiplayer element is really, really key.

Q: Caroline, your history in the gaming industry has led you to work on some of the most prolific narrative-based games. How different is the approach in narrative now?

Marchal: I think the main thing I wanted to expand on from my past experiences was to go multiplayer. [I wanted] to find a way to make experiencing an interactive story, a communal and social experience. It started for me in 2014 with TwitchPlaysPokemon. It was really cool to see the way people were like struggling to achieve a common goal or disagreeing on how to achieve this goal. I was just struck by the community it created.

I was wondering what’s the narrative equivalent of that? What would it mean to navigate the story, not as each player has a character, but as players sharing a character? Every player is a character is a voice in the character’s head. [To have them] try to make decisions and debate and try to do what’s best for the character.

If you played with someone, you probably had some moments where you discovered you actually disagree on something very fundamental. Or you agree on something very fundamental. It’s just great to discuss that and have these insightful discussions because it’s something you might not have in your everyday life all the time. So it’s kind of an elevated experience, and quite fun as well.

It’s like you’re on a boat. You’re on a river that is sometimes slow, sometimes really fast and scary. And you get on this adventure with your friends or people you care about.

Q: If I look back at some of my favourite games, I find that many do dance around this melding of games and traditional storytelling ie: television or movies. I think of games like Alan Wake, Telltale’s catalogue, and even Heavy Rain. What makes this such a compelling combination not only for players but for creators?

Marchal: I guess like for us, it’s all about getting inspiration from the best storytellers at the moment. I think TV is very prolific, very bold, there’s no topic that’s off limits. Whereas in games, I don’t think we’ve seen that much variety of storylines yet. We set the bar higher for ourselves with high-quality scripts.

But I’m a designer, I’m not a filmmaker. I don’t want to be. I love games. Those interactive stories are just so powerful for what we’re doing. We were just discussing before that when you make decisions, you put a bit of yourself into each decision. So in doing so, it tells you something about yourself. You have this agency, this story, but you also craft the journey, and that’s like something over mediums can’t provide anywhere else.

Q: How did the team approach what I can assume is a fine line between traditional storytelling and the interactivity components of As Dusk Falls? Was it ever a balancing act?

Marchal: Yeah, we strike that pace of a choice or an interaction every 20 seconds. That makes sure you’re on the edge of your seat. You can’t relax like it’s a cutscene. You never know when it’s gonna pop. So you have to lean in and be on the edge of this line. I think that’s a good balance that we found. Sometimes, there’s a bit more like at the opening or the ending of a chapter, of course. We give players a bit more time to step into the story. But that’s the cadence we decided on.

Desodt: I’m in awe of the writing team. In terms of the character placements and the cameras and the timing, I really feel like the timing borrows a lot from film and TV. You’ve got the game elements where you’re interacting with the game. Then you’ve got the story which is unfolding, but you’ve got the emotional journey that the player is on. All of those things combined to be at the right pace. So I think that’s the special sauce.

Q: What really appeals to me about As Dusk Falls is this sense of ownership. It reminds me of classic choose your own adventure novels. Even in the multiplayer offering, it’s the players that are able to define the narrative and outcome. How challenging is it to offer this amount of freedom while ensuring the story doesn’t suffer?

Marchal: It’s a difficult process. We have an experienced writing team. I’ve been doing this for over 20 years. There are moments in the story that are mainline. The cops will always show up at a motel otherwise, there’s no story.

The shape of the branching story isn’t a pyramid. It’s more like a Christmas tree. The base is wider than the tip where you start the story. But we still have points where things come back. Jay will meet Vanessa, no matter what you do, because she’s an interesting character. She comes into the story. What happens with her then is really up to the player. Designing a narrative space is like making a very long movie. I think we wrote the equivalent of 12 movie scripts to like to make this game.

Q: As Dusk Falls looks like a crime drama that I’d be watching on HBO. I see creative choices that harken to things like Breaking Bad, True Detective and Fargo. Is there a series or film that was used to inspire As Dusk Falls, whether it’s the story, characters, or visual aesthetic?

Marchal: I think you mentioned almost all of them. Fargo, but specifically the show. I think the film is great, but the show is fantastic. It’s underrated. Some of the characters are slightly larger than life. Another big one I want to call out is Dog Day Afternoon, which is a film from the 70s of Al Pacino trying to rob a bank, and it goes really, really wrong. That’s the kind of setup that offers the pressure cooker setup that we have in Book One in the motel.

Desodt: I hadn’t seen a Dog Day Afternoon until you mentioned it to me, Caroline. Right, in the early days. Then when I saw it, and that’s a really strong reference. You have these flawed characters who are very relatable, very ordinary. They have their everyday lives. Those pressure cooker moments where they find themselves in crazy situations.

So yeah, and I’d say the results for the players are quite unexpected as they go through the different branches. There isn’t a golden path through this game where you kind of chose wrong, so we’re going to take you back. Every choice you make is valid. There’s no right or wrong just like in life.

Q: Now that As Dusk Falls is out in the hands of players, what’s been the most surprising thing you’ve seen so far?

Marchal: I would say the thing that strikes me is how streamers engage with the game and their community. We have this Twitch mode where you can have your audience vote with you, they vote in the chat. Their vote is counted in the game. It creates a very cool dynamic between the host and their audience. We never tested it for real, so it’s great to see this take off.

It’s great to see people root for Jay as well. I love that.

Desodt: One of the things that we share are personal emails. Something I hadn’t anticipated was that people will feel so moved emotionally that they want to relate to us and send us, you know, examples of their experiences. We had one email, which was just two words: “Thank you.” We had another email from somebody who’s blind who said, “I was recommended to play this game.” Our accessibility features are real front runners in terms of gaming.

This interview has been edited for language and clarity.

As Dusk Falls is currently available on PC, Xbox Series X/S, and Xbox One. Check out what our very own Bradly Shankar thought about the game here.

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Mobile Syrup

What’s new on Xbox Game Pass on console, PC and mobile in late July 2022

Xbox is back with a new list of games set to arrive on Xbox Game Pass throughout the remainder of the month.

Rounding out July 2022, Xbox is adding the anticipated narrative-based As Dusk Falls and Canadian-made Watch Dogs 2.

See below for the full list:

  • As Dusk Falls (Cloud, Console, and PC) — July 19th
  • Watch Dogs 2 (Cloud, Console, and PC) — July 19th
  • Sins of a Solar Empire: Rebellion (PC) — July 21st
  • MotoGP 22 (Cloud, Console, and PC) — July 21st
  • Torment: Tides of Numenera (Cloud and Console) — July 21st
  • Inside (Cloud, Console, and PC) — July 29th

On top of the new additions, Xbox is adding Touch Controls to 12 titles on mobile:

  • Citizen Sleeper
  • Disc Room
  • Escape Academy
  • Garden Story
  • Little Witch in the Woods (Game Preview)
  • Lost In Random
  • Spacelines from the Far Out
  • Umurangi Generation
  • Yakuza 0
  • Yakuza Kiwami
  • Yakuza Kiwami 2
  • As Dusk Falls

Finally, here are the games leaving Xbox Game Pass on July 31st. Be sure to wrap up your time with them before they leave. Alternatively, you can purchase the game with a 20 percent discount and keep them in your library.

  • Dodgeball Academia (Cloud, Console, and PC)
  • Katamari Damacy Reroll (Cloud, Console, and PC)
  • Lumines Remastered (Cloud, Console, and PC)
  • Omno (Cloud, Console, and PC)
  • Raji: An Ancient Epic (Cloud, Console, and PC)

Xbox Game Pass is available on Xbox One, Xbox Series X/S, and PC. The subscription service is also available on Android and iOS. Xbox Game Pass and PC Game Pass each cost $11.99/month. Plus, a subscription to Xbox Game Pass enables access to cloud gaming on a number of devices including mobile, console, PC, and select Samsung TVs.

Image credit: Interior Night

Source: Xbox

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Mobile Syrup

As Dusk Falls is the perfect game for movie night

It’s quite telling that developer Interior Night describes As Dusk Falls as an “interactive drama.” That’s an important distinction, as it refers to the fact that this isn’t really a game in the traditional sense.

Led by Heavy Rain and Beyond: Two Souls veteran Caroline Marchal, the London-based studio’s debut title is a choice-based, narrative-driven experience in the vein of such Quantic Dream works. However, it’s even less gameplay-intensive than those titles, so if the lack of deep mechanics — or even much interactivity at all — is an issue, then As Dusk Falls absolutely won’t be your thing. This is definitely more an interactive movie. Those who are fine with that, though, will find As Dusk Falls to a be thoroughly entertaining and unique experience.

An engrossing story full of twists and turns

As Dusk Falls tells the story of two families whose lives become inextricably linked after a harrowing incident in small-town Arizona. Desperate for cash, the Holt brothers attempt to rob the sheriff, only to wind up pinned down at the Desert Dreams Motel. It’s here that Vince Walker and his family has stopped while on a cross-country trip, which results in them becoming hostages as the Holts scramble to hatch an escape plan. But the narrative doesn’t stop there; over the course of 30 years, you get to see more of these characters both before and after the events at the motel.

It’s a strong setup, as it really gives you time to get to know and care about the cast, and it’s through this cast that As Dusk Falls’ greatest narrative strength can be found: empathy. Each character has their own flaws, some much more than others, but the game never condemns any of them for it. Take the Holts; I initially found them to be insufferable but soon discovered that they had a surprisingly sympathetic backstory. Jay, in particular, is easy to root for, as he’s torn between duty to his family and a desire to not hurt anyone. I quickly took a liking to the soft-spoken and kind teen, which made his journey to escape his abusive family and start a new life extremely compelling. Similarly, my early contempt for Vince’s estranged father Jim — no doubt mirroring how I feel towards my own — later softened as I saw how he was consoling his traumatized granddaughter Zoe many years after the motel hostage situation.

Zoe As Dusk Falls

Seeing the impact of the traumatic motel events on Zoe as a young adult is one of As Dusk Falls’ most clever story decisions.

Having a group of likable, well-rounded and three-dimensional characters that you’re invested in makes the decisions in As Dusk Falls often genuinely challenging. At times, I would pause to consider my next course of action — something I don’t often do for games like this. For example, after a desperate Jay turns to a friend to help him out of a bind, he finds out that someone did something awful to her. Do you confront him and risk drawing dangerous attention to her and you, or begrudgingly let it slide? Similarly, how should Vince behave during the hostage situation? Are there risks you think he’d take to protect his family? Should he trust those offering him help during all of this? There are no “wrong” responses here; merely those that you feel are reflective of how your Jay and Vince would react. On the flip side, not intervening when people are about to get what they (arguably) deserve could actually lead to undesirable consequences. Thankfully, As Dusk Falls telegraphs “Crossroads” moments to let you know when you’ve arrived at a key decision that will greatly impact the trajectory of the story.

And boy, does the story branch out. At the end of each chapter, you’re shown a ‘Story Free’ that will show a flow chart of all the possible outcomes of each decision. Each and every time, I was stunned to see how many deviations there were if I had done something different — not just characters living or dying, mind you, but also where they start or end off or who may be accompanying them. On the whole, I was impressed at just how much replay value this adds. The game’s structure comprising of six hour-long chapters with recaps in between makes it ripe for smaller nightly play sessions, as well.

As Dusk Falls Jay

Jay’s sympathetic story is the beating heart of As Dusk Falls.

The only real shortcoming with the narrative, however, is that it doesn’t quite manage to balance its rather large cast. In one instance, a decision I made as Vince inadvertently resulted in something horrible happening to one person, but the game oddly never revisited this beat to show how that affected either character. Likewise, there are some story threads that don’t get meaningful resolution, even when both of the involved characters survived in my playthrough. These issues certainly weren’t significant enough to drag down the entire experience, although the game likely would have benefited from being a bit longer to afford them more time to breathe.

Fun for the whole family

It can’t be understated that the actual gameplay of As Dusk Falls is quite minimal. Where titles like Heavy Rain allow you to at least walk around, As Dusk Falls is ostensibly a “choose-your-own-adventure” movie à la Black Mirror: Bandersnatch. In addition to action sequences being relegated to quick time events (QTEs), the bulk of the game is presented via dialogue choices and the occasional instance in which you can hover the cursor across a static environment, point-and-click adventure style. The game’s presentation is also quite minimalist; in place of actual cutscenes, As Dusk Falls adopts a distinct aesthetic that blends still images together to effectively create a motion comic.

Admittedly, this took some getting used to, even as someone who regularly enjoys these types of “interactive dramas,” but I eventually came to appreciate the uniqueness of this visual style. Impressively, Interior Night has rendered the performances of actors into these stills, giving them a sort of timeless, painterly vibe that’s refreshingly different from the photorealism or retro-inspired graphical styles that we so often get nowadays. As Dusk Falls’ excellent voiceovers and solid writing only enhance the cinematic feel. All in all, this approach is a smart and effective way to keep the game easy to pick up and play. Interior Night has been clear about wanting to appeal to non-gamers, like those who regularly consume streaming content, and that really shows. The gameplay — consisting of the occasional button tap or mash — is not at all complex, making it remarkably approachable to newcomers.

As Dusk Falls overrides

A simple example of As Dusk Falls’ Override system — in this case, during a conversation between Vince and his daughter Zoe.

In fact, you don’t even have to use a controller or keyboard/mouse. Taking a cue from the popular Jackbox party games, As Dusk Falls lets you connect via your phone using the As Dusk Falls Companion App on Android or iOS. In this way, up to eight people can play together in person or online in one of the most clever approaches to multiplayer I’ve ever seen. How it works is that players must vote for which decision they’d like to make, and the game will go with whatever got the most votes. (A choice will be randomly made should there be a vote.) Adding a fascinating — and hilarious — wrinkle to the mix is the ability to override decisions. Each player gets a limited number of overrides as determined by the host, which they can use at any point, including to counter someone else’s. It’s a brilliant way to engage the whole group, as you can choose whether to work with or against people at will.

(Note: Admittedly, I didn’t get a chance to try this during my playthrough, but I have had a similar experience in games like this. Last year, some friends and I played The Dark Pictures Anthology: House of Ashes, which has a “pass-the-controller-around” approach to multiplayer. My buddies and I had a blast making decisions with our characters to try to let the others get killed, and so As Dusk Falls‘ override system should only greatly enhance that thrilling back-and-forth dynamic.)

A new kind of movie night

As Dusk Falls is a fascinating game. On the one hand, it likely won’t have an audience among subsects of hardcore gamers, and it certainly won’t win over those who don’t like Quantic Dream-esque titles. But on the other, it’s commendably been designed to be easily playable for pretty much anyone, especially through innovative multiplayer features. Even those who play alone like I did will find themselves drawn into a well-written and often gripping story about two struggling families. As Dusk Falls is a splendid take on the narrative adventure genre, and one that’s easy to recommend to many.

As Dusk Falls will launch on Xbox One, Xbox Series X/S and PC on July 19th. The game will also be available on Xbox Game Pass on day one.