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As Dusk Falls - Test, Adventure, Xbox Series X - 4P.de
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Veröffentlicht inTests

As Dusk Falls (Adventure) – Großer Ärger in Two Rocks, Arizona


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© INTERIOR/NIGHT / Xbox Game Studios

As Dusk Falls(Adventure) von Xbox Game Studios Credit: INTERIOR/NIGHT / Xbox Game Studios

Bad Times at the Desert Dream Motel

Drei ungleiche Brüder, ein missglückter Einbruch beim Sheriff, ein einsames Motel an der Route 66 – und nichts zu verlieren. Das Setting von As Dusk Falls mit seinen Hillbilly-Gangstern wider Willen, korrupten Bullen und einer Familie, die zufällig in die Schusslinie gerät, hat zunächst alle Zutaten eines modernen Westerns. Ähnlich zu Filmen wie Bad Times at the El Royale oder Gangster-Roadmovies wie Kalifornia wird der Alltag von Menschen durch ein Verbrechen plötzlich zum Albtraum – und ein einfacher Umzug zum Kampf ums Überleben. In seinen besten Momenten erinnert der rund sechs Stunden lange Gangster-Thriller außerdem an hochklassige Crime-Serien wie Fargo oder Breaking Bad. Dazu aber später mehr.

[GUI_STATICIMAGE(setid=92183,id=92653743)]
Der Look mag zunächst gewöhnungsbedürftig wirken, funktioniert aber fabelhaft. © 4P/Screenshot

As Dusk Falls ist eine interaktive Visual Novel und in ihrer Erzählweise nah dran an Quantic-Dream-Klassikern wie Heavy Rain. Das ist auch kein Wunder, denn das verantwortliche Studio INTERIOR/NIGHT wird von Caroline Marchal angeführt, ihres Zeichens Lead-Game-Designerin bei Heavy Rain und Beyond: Two Souls. Anders als bei Quantic Dream legen die Entwickler ihren Fokus allerdings konsequent auf die Erzählung und reduzieren die Spielmechanik aufs Wesentliche. Anstatt also langsam durch Spielumgebungen zu latschen, Dinge und Leute anzuklicken und bei den einfachsten Handgriffen mit Fingerverrenkungs-Quicktime-Events konfrontiert zu sein, gibt es hier nur Dialoge, Entscheidungen und kurze, simple Geschicklichkeitstests.

Wenig Mechanik, mehr Story


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Wo ist der Safe? Manchmal muss die Umgebung unter Zeitdruck untersucht werden. © 4P/Screenshot

Und ich muss zugeben: Diese Ausrichtung ist der Geschwindigkeit der Handlung ungemein zuträglich. Anstatt im Schneckentempo von Gespräch zu Gespräch zu schleichen, löst eine unter Zeitdruck getroffene Dialogentscheidung nämlich direkt die nächste Szene aus. Ich habe hier keine Zeit, nach einem Gespräch großartig zu reflektieren oder mir das große Bücherregal doch nochmal Pixel für Pixel anzuschauen. Stattdessen erlebe ich direkt die nächste Situation. Handlung und Entscheidungen rücken so stärker in den Vordergrund – und das ist super, denn sind wir mal ganz ehrlich: Niemand spielt Heavy Rain, Until Dawn oder Telltale’s The Walking Dead wegen der tollen Laufanimationen. Hoffe ich zumindest.

Natürlich hat dieser spielerische Minimalismus aber nicht nur Vorteile – bei Quicktime-Events gibt es nur eine Taste und die meisten Tests sind für erfahrene Spieler viel zu einfach. Auch fehlt es an der einen oder anderen Stelle an Interaktion mit der Umgebung. Nebensächliche Informationen auf Notizzetteln oder persönliche Gegenstände, die einzelnen Szenen mehr Tiefe verleihen könnten, gibt es hier nicht. Auch in den Suchbildern gibt es fast immer nur Aktionen, die auch ein Ziel verfolgen. Das hilft zwar der Geschichte, schränkt das Spiel aber mechanisch deutlich ein.

  1. Hat das Genre Erfolg? Ich kann mir nicht helfen und muss mich jedes mal fragen, warum man da kein Buch oder Film draus macht. Wäre ich Zynisch, würde ich auf fehlende Konkurenz als USP tippen

  2. Habe es nun auch mal versucht, aber dies ist für mich kein Spiel mehr, nicht mal ein Interaktiver Film. Ich möchte da schon mehr zu tun haben als minimal bewegte Standbilder mit Overlay Dialogen zu horchen mit einzelnen Point & Click Abschnitten. Schade, da kann die Story noch so gut sein, für mich ist dies nichts.

  3. Vin Dos hat geschrieben: 28.07.2022 10:40 Ich habe auch mal kurz reingeschaut, aber ich kann für mich nicht akzeptieren dass das wirklich als "spielen" durchgeht. Hatte da schon bei anderen Spielen wie Heavy Rain etc. Probleme. Das es noch minimalistischer geht hab ich eigentlich kaum für möglich gehalten.
    Dann spiel mal ein richtiges, japanisches Visual Novel. Bei vielen klickst Du wirklich gesamte Spiel nur "Weiter". Daher vielleicht auch der Name Visual Novel. ;)

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