Don’t be put off by the unusual art style: As Dusk Falls is good.

Your input comes at major decision points when you’re asked to make choices that dramatically change the story.

It’s no exaggeration to say characters will live and die based on the choices you make.

A teenage boy decides whether or not to take the ecstasy tablet offered to him in the open hand of a girl at a party.

The magic of this formula is its ability to engage bystanders like movies do.

People will shout things like, “No, don’t do that!”

And, “Run away!”

Eurogamer.net - Recommended badge

and that kind of thing, unwittingly investing themselves in what’s going on.

The games are almost as fun to watch as they are to play.

The most popular choice wins.

Eurogamer.net - Recommended badge

There’s evenTwitchsupport allowing viewers to do similar.

The app turns the phone into a giant touchpad, effectively.

What makes it good is how it delivers it.

Eurogamer.net - Recommended badge

There’s a real understanding here from developer Interior/Night about what makes games like these work.

Take the art style, for instance.

It takes a while to settle into but when you do, it’s actually very effective.

Eurogamer.net - Recommended badge

A key part of this is how well characters' expressions are captured.

After all, if we don’t care about them, why should we care what happens on screen?

Broadly, the story follows two families who collide in a motel in small-town - tiny-town - Arizona.

Cover image for YouTube video

The game does this in a variety of ways.

These are anchored on a few key playable characters, but pull the others in around them.

This is another area As Dusk Falls wields considerable skill in.

A man takes cover during a shootout at a motel.

The pace never sags.

It’s got more twists than a helter skelter.

The chapters are then grouped into two ‘books’ that represent the two major timelines in the game.

The bearded Vince in As Dusk Falls peers down as quick-time-events flash up on the screen.

And that’s what really stays with me about the game: stories - human stories.

This is a game that reflects, in many ways, our own lives.

A flow chart of choice and consequence at the end of a chapter in As Dusk Falls.

A pre-chapter warning screen about skippable content related to a suicide in As Dusk Falls.