There are even some surprises and quality Easter eggs among the dozens of different passengers. In this way, the game plays like a taxi driver sim. You always drive late at night and weird stuff happens regularly. The strength of Night Call is the random encounters in the taxi. It’s fairly standard as a dialogue tree in a branching narrative game. As the player, you cycle through the text conversations and select from a few options every so often to steer conversations a certain way. You can get information from random passengers, from relevant locations marked on your map, or by picking up the suspects for rides and talking to them. You are given five suspects and your task is to gather information about them relevant to the case. The hook is that you’ve been recruited to help the police track down a serial killer. That is a cool extra visual feature, but it does fade out of your awareness after dozens of drives. ![]() The background changes as you drive and when you reach a turn on the map, the background turns as well. You don’t have to know where you’re going, but you can see the route the driver is taking. Half the screen is that view and half is a map tracking your GPS in Paris. Most of the scenes are inside the taxi, as if a camera was on the rear-view mirror. The noir style fits for a game about talking to passengers while trying to solve murder mysteries. ![]() That color choice makes sense considering your character is a taxi driver in Paris. Almost everything in Night Call is black and white, but there is some yellow on the screen to highlight areas of interest. ![]() However, the way everything is presented still works in an appealing way. The dialogue is communicated only via text and the visuals are short repeating animations. Night Call , is a perfect example of this. What indie games often lack in production value, they can make up for in style.
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