Dawnfall
originally posted on Reddit
Combine one part fantasy, one part science fiction, and one part romance (maybe). Toss in an interdimensional pirate ship. Stir in a sprinkle of rock and roll, a generous splash of found-family vibes, and a piquant pinch of danger, and bring to a frothy boil.
The result, in the words of author RoAnna Sylver, is “a giant ridiculous queer space magic pirate adventure.” I don’t think it’s possible to describe Dawnfall any more succinctly than that.
In Dawnfall, you play as a Navigator, one of the skilled specialists that work in small teams to open portals between the magical world of Zephyria and the dystopian world of Eclipse. (It should probably be mentioned that you’re not human; you belong to one of two sapient species described in the publisher’s blurb as “space elf” and “bird-person.”) In recent months, you’ve observed an increasing instability in the balance between worlds, but it still comes as a shock when one of your teammates is injured by a rush of energy from a malfunctioning portal - and the other, an unassuming fellow you never would have suspected, lets you in on a secret that will change everything you thought you understood about your universe.
I didn’t expect Dawnfall to be entirely to my taste. Sylver has stated they wrote the game with “queer/trans/polyam/aspec” players in mind, and I am none of those things except a heteroromantic demi who doesn’t use the term “aspec.” But I’ve enjoyed games before when I wasn’t in the target audience, so I took the plunge. Instead of trying to force the story into a narrower box than the author intended, I made up a character who belonged in the world of Dawnfall: a lusty pansexual with a taste for danger and plenty of love to go around. I threw caution to the wind and my lot in with outlaws; I embraced chaos and three of my fellow pirates. And I had a blast.
The story is pretty fun, and you have to love a world where humans are the aliens and interdimensional portals can be opened, with equal aplomb, by mystical runes, lines of precise code, rock-and-roll rhythm, or any combination thereof. That said, what’s going to bring me back to this game is the characters. The crew of the Dawnfall are a diverse bunch, in backgrounds and abilities and genders and species as well as personality, yet there’s a sense of love and respect among them that runs deep.
Dawnfall is among the few Heart’s Choice titles that can be played without entering a sexual or romantic relationship at any point. In fact, although I enjoyed the romance, Sylver devotes just as much attention to platonic soulmate connections, and nearly as much to friendships and familial bonds (both born and chosen). Although it’s rated “Intimate” (two out of five peppers), probably because it’s technically possible for the PC to have sex on the page, it’s not at all graphic. There are few physical sensations and almost no anatomical details (which, seeing as how most of the characters aren’t human, is probably just as well - or especially a pity, depending on how interested you are in xenobiology). The focus is overwhelmingly on the intensity of the emotional connection. That said, it does need to be pointed out that this game is very, very poly. Of the five ROs, only one isn’t already partnered with one or more of the others, so your options for a truly monogamous relationship are extremely limited. Romancing a character with a partner doesn’t require you to be in a relationship with the partner as well, but you do need to be willing to share.
There is a serious weakness in the chapters featuring intimate scenes, and that is repetition of text. Although the ROs in an interactive romance game should read as distinct individuals rather than interchangeable playthings with only superficial differences, I understand using some of the same text for multiple characters when there wouldn’t be any significant difference anyway. In a game written specifically to be poly-friendly, though, when it’s possible to have scenes with several characters in the course of one chapter, reusing text not only breaks immersion, it takes away from the individual specialness of each relationship - and there’s far too much of it in Dawnfall. Not only did I have some identical moments with two or three characters in the same chapter, at one point I had almost the same conversation, several paragraphs long, twice in a row with the same character. I wish more care had been taken to personalize these experiences.
If you decide to give Dawnfall a try, it’s definitely worth it to spend a dollar on the little collection of non-interactive bonus stories. Set several years before the events of the game, they can be read either after you play, to fill out the backstories of characters you’ve already come to know, or before, to introduce you to the setting in nice little chunks and the characters one (or two) at a time rather than jumping into the game with both feet. In any case, it’s both great fun and deeply moving to see how the crew of the Dawnfall began to find each other - and to get a better sense of the formative experiences that made them who they are.