Difference

The difference between clever and cunning.

Saturday, December 29, 2018

Dusk Review


 
They say they don’t make them like they used to. But when they do? They make a game like Dusk

Tale from the Crypt

Dusk is a loving homage to the first generation of true 3D shooters. Loud, fast, violent, playful and a bit grungy. Graphics are deliberately low-poly, the particle effects delightfully pixelated. The tone and aesthetic is that of a gloomy metal album cover. If Quake retired and moved out to the country this is the grandchild of that line. 

Your first lesson: MOVE
The game gets right to the point. You are “Dusk Dude” and you wake up on meat hooks in the kind of basement you find people up on meat hooks in. A guttural voice growls “Kill the Intruder” and three burly fellows wearing burlap sacks over their heads come racing out of the dark revving chainsaws. Act fast.

Every element of the design is deliberately, proudly old-school. You can carry every weapon simultaneously and none need manual reloading. Movement is blisteringly fast and mastering the bunny-hop allows for feats of tremendous speed and agility. Enemies ignore allies in their line of fire and are quick to in-fight. Every attack can be dodged, health does not regenerate, and falls from any height do no harm. 

Creepy Klan-esk cultists are the most common opposition.
Dusk is not afraid to be playful either. Most objects can be destroyed, for a brief tactical advantage or the sheer joy of destruction. Ambiguous chunks of meat can be roasted and devoured to restore health and beer bottles quaffed to improve morale. Crates can be stacked into make-shift stairs and bars of soap hurled to gibb enemies on contact. Almost everything can, of course, be flushed down a working toilet.

Spilling Blood

Combat is happy to reward speed, precision, and aggression, though it’s certainly possible to hang back and cheese some encounters if that’s your idea of a good time. You’re faster than most foes and hit-scan attacks are completely absent. Weapon switching is speedy and all are tactically useful, giving a strong incentive to seek out the many secrets and expand your arsenal as soon as possible.

Ludicrous gibs, like God intended.
Weaponry is chunky and powerful, immensely satisfying to use. The double-barreled shotgun sounds and feels appropriately devastating. Most of your selection is workman-like, but a magic crossbow pierces whole conga-lines of enemies and even kills through walls. The Riveter rocket launcher can rip through even the meatiest boss health bar (and its ammo stock) in seconds. 

The campaign is split into three acts, each with a distinctive setting and tone. In true classic shooter fashion each is a self-contained experience (complete with secret level) that starts you with an empty arsenal and builds to a climactic boss fight. While there’s an obvious narrative arc and difficulty curve the acts can be played in any order.

Passion Play

Act One has a strong rural-horror vibe, with its quaint farmhouses and dreary woods. These places were normal, lived-in, once. Before the force below the town warped the minds of the inhabitants to murderous devotion and madness. The setting is reminiscent of Build engine classic Blood, with a hint of the distant banjos of Redneck Rampage

Bloody scarecrows with glowing red eyes? Perfectly safe.
Act Two is more industrial, militant in tone. The soldiers and scientists here were trying to understand and harness the power they discovered, not just worship it. The tone and setting owe much to Half-Life. Mundane warehouses and loading-yards give way to labs where the fabric of reality is first teased, then violently torn. Glimpses of a greater weirdness leer through the rips. 

Nice to see the old Black Mesa staff are still getting work.
Act Three is pure Quake, as you leave behind our reality for an eldritch fever dream. Impossible cathedrals stand on endless plains beneath a bloody sky. You tread the frozen surfaces of worlds where the sun itself has been devoured. Concepts like relative size and gravity become arbitrary. The journey becomes less physical and more metaphorical. Are these the memories of the Dusk Dude? The dreams of a sleeping god? And at the end, the voice of an old friend greets you.

Such Sights to Show You

While you pick through plenty of rusty corridors and run down rooms Dusk has a real sense of spectacle, especially once you enter the less grounded later acts. Many levels have a genuine “Wow!” moment. The sky splitting open to reveal the scale of the underground space you inhabit. A walk down an elevated path into an industrial meat grinder of dizzying speed and ferocity. A crimson tornado the size of a skyscraper bearing down. 

Not every in-door space is claustrophobic.
Almost jarringly, Dusk is more than happy to let you treat it as a toy rather than a carefully curated experience. The game is a speed-runners delight, its only demand that you reach the level exit. Whether you do that by carefully combing the level for every secret, item, and enemy or get there in thirty seconds through a cunning combination of bunny hopping, prop manipulation, and rocket jumping is up to you. Even bosses can be neatly side-stepped, with bonus achievements for finishing a level without killing anything. (Or killing everything.)

Feel the Noise

Dusk owes its atmosphere to strong environmental design and sound work. The game is far more action that horror, but there are effective quieter moments amid the carnage. Moving through gloomy autumnal woods to skittering dried leaves like claws down your spine. Creeping through catacombs with a broken flashlight while the gurgling gasps of unseen horrors fill the darkness. Slower, tenser sections never wear out their welcome, but do much to pace game-play. 

The witching hour
The music is just about perfect, plenty of thumping aggressive guitar supporting the grimy industrial synth and crunchy metal. It’s by Andrew Hulshult, a man making a well-earned name for himself in classic shooter soundtracks. Give this sample a listen.


While the campaign is the reason to buy the game, the “Duskworld” multiplayer is a more than welcome addition. As expected from a game taking its cues from Quake, map control and mastery of movement are the keys to victory. If you’re not bunny hopping to build speed at all times you’re doing it wrong. An endless wave based horde mode rounds out the feature list.

Reasons to Play: Excellent old-school true 3D shooter design. Three episodes of escalating gameplay challenge and creative mapping. High speed Quake-style death-matching. 

Reasons to Pass: Allergy to low polygon counts.
 

Articles copyright James Cousar, games and images copyright their respective owners.