![]() "It means you lose two characters at once, but then I saw Charu's reaction."īy the time all the right pieces were in place, Marchal recalls that it felt like they'd "redone the game five times" at that point, despite that not being true in practice. ![]() "I was hesitant at the beginning," she says. For Marchal, such strong reactions to these explosive moments helped her settle on including them. ![]() Depending on your actions, both Dale and the motel owner Joyce can be shot dead. One particular argument that stands out in their memory came toward the end of Episode 2, where Dale takes Vince outside during the police confrontation. "Caroline killed off my favourite character, and I was like, 'I'm sorry, I don't think I can work on this anymore,'" she laughs. Desodt jokes that these decisions sparked some big arguments. These moments could be choosing whether certain characters live or die, for example, and sometimes disagreements within the team at Interior/Night would help them settle on the best options. Plotting the story started with nailing the big tentpole choices, the ones that really make you sweat. ![]() It's big, it's very big." As the team developed that script through countless drafts, they did frequent writer's rooms across three years for As Dusk Falls, but with frequent plot changes, backyard trailer shoots and the sheer grind of making it to the finish line, Marchal and studio director Charu Desodt reflect on just how ambitious it was for the studio's debut game. "The script is the equivalent of twelve movies," Interior/Night's CEO and creative director Caroline Marchal tells me. We often hear it's a miracle games even get made, but it's a statement I understand a lot better after speaking with the developers of As Dusk Falls, one of my favourite games from last year. ![]()
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