This review has been in the works for a long time coming. By
that, I mean I haven’t really played this game since I first bought it upon
release because of my schedule, other projects, girl(s), that guy who’s always
trying to kill me with elaborate deathtraps in his moon base, and pie. But I’m
finally here and ready to get around to reviewing Dust: An Elysian Tail.
Initially released on XBLA and then again on Steam, Dust is an indie game made by (from what
I’ve read) a single person or, at least, a small team of people. You play an
anthropomorphic creature (like, part dog I think) named Dust. He has no memory
of who he is and he must find out. To find out, he must use a talking sword named
Arah, which says it will guide him on his coming journey. Forced baggage with
the sword is another Navi-like fairy creature named Fidget. She has her moments
of actually being funny or genuinely interesting, but is just another one of
those side-characters you see in games designed to help you and is shoveled
lots of dialogue to make them funny. When, really, they just get annoying after
a while. The three of you fight a large assortment of creatures through a fair
amount of environments to uncover the truth of Dust’s past and save the world
from monsters and warfare.
Character wise, nothing sticks out as being amazing or as
failure. Either a character just feels flat or their only somewhat interesting.
Dust, of course, is the most fascinating once you press farther into the story
and find out more about him. But it doesn’t really do a good job of making
things seem like a mystery early on. I certainly would have preferred more
clues (subtle ones, obviously) giving us some indication as to who he was.
Without going into spoilers, I guarantee that no matter what clues are given,
it would have been impossible to really figure out who or what Dust is actually
supposed to be. But, like I said, if you stick with it, he actually does become
an interesting character that a little more fleshing out would have improved.
Beyond Dust, there aren’t a lot of great stand outs. You
have a few antagonists that really do grab your attention but leave almost as
quickly as they appear. One of my favorites is Fuse, a Moonblood creature that
goes homicidal and tries to destroy entire villages. There wasn’t really any
build up to him. You explore a dungeon-y area, fight some monsters, and
eventually he shows up. No hints of what to expect. No earlier meet up to
characterize him better. We learn more about him later, but that doesn’t really
help his character when he first appears.
Additionally, some of the more sinister characters sort of
lose their impact on their design. While everything in the game looks really
good (more on that in a bit) I feel like the characters who are bad guys look
too nice and cutesy animal-like to really make me feel like they’re a genuine
threat. But that aside, no character is truly offensive in any real way. And
those that come close aren’t around long enough to really matter. But same is
true for characters that are genuinely interesting and it is a shame some of
them can’t stick around longer.
The reason they’re getting booted out so much is because of
Dust and Arah. The game is an side-scrolling adventure game in which you hack-n-slash
your way through various hordes of dudes. You can build up combos to maximize
your experience and treasure gains as well as just challenge yourself to get as
high a number in the combos as humanly possible. Eventually you’ll find
yourself getting a 500-hit combo if you’re quick to learn how to use the skills
you’re given.
The skills I’m referring too are various projectile
abilities that combine Dust and Fidget’s skills. Heavy use of it can drain
their energy and even hurt Dust and break him out of his combo. But skills like
the Spark-Duststorm allow you to build up combos really easily and damage multiple
enemies at once. This makes it easier for you to level up and increase your
damage output to fight tougher enemies. That said, the rewards system in this
game really breaks most of the challenge. Once you figure out the best method
to get combos and know the best spot to deal with enemies (or the best enemies
to build combos on) then leveling up is a since. And once you level up your
damage output, everything suddenly becomes a tad less threatening.
Granted, this is the power balance of the game. It’s just
like in Metroid Prime when fighting
Shegoth was a pain in the ass, but once you got the plasma beam, it was a walk
in the park. This isn’t me saying that this is overly bad, but that once you
find a combination of abilities, skills, and enemies to get the highest combos
and level up quickly, much challenge will swiftly be drained. But if you want
to challenge yourself there are harder difficulties and you can always just
limit yourself to what you can do.
In fact, going back to my Metroid comparison, this game really does have a lot in common with
the Metroid-Vania style games of
exploring large environments for upgrades, enemies, loot, and story events as
well as re-exploring areas with newer upgrades to find more secret items and
loot. I remember playing through and getting frustrated, knowing that certain
items were just around the corner but just outside of my reach. It takes a while
before you get all the abilities needed to really start treasure hunting, but
it’s still fun to do. Though some of the challenge there has been taken away
because the map will indicate rooms that still have treasure in them. But
Fidget will also alert you to a room with treasure upon entering, so I guess you
would have known either way. Indicating it on the map just prevents you from
needing to re-explore EVERY room and waste endless amounts of time.
And the environments are fun to explore, regardless. There
are some really slow sections like when you’re wandering around in the caves
underneath Amoura. But then you have really well thought-out sections that
actually set a really nice tone and pace like the Haunted Mansions you have to
explore later in the game. But each area is still unique in their own right.
Many of puzzles utilizing the game’s physics with the world’s environment which
is pretty fun to figure out. And the game really encourages players early on to
explore everything everywhere. If it looks like there’s a path or a cove, it
probably leads to more treasure.
The story isn’t anything overly impressive. It’s your amnesia
story with a war, assassins, racism, ghosts, and magic swords. So it’s at least
entertaining when it needs to be. As I mentioned earlier, the Haunted Mansion
section was good to explore, but it also had an interesting bit of lore behind
it for both the overall game’s story and just the story of that area. Not all
of it is golden. And it doesn’t help the voice acting doesn’t feel quite as
polished as some other aspects, but it is fun and kid friendly so that the game
can be played by anyone.
The one thing I want to praise this game for over everything
else is the visual design. Yes, it’s a 2D game, but I’ve never seen a game that
put so much polish into the visuals as this. According to what I’ve read,
everything in this game was drawn by the designed for the game, literally by
hand. Yes, digitized for the game later, but that’s still a lot of work for one
person to do. AND it’s amazing that for it all being one person that it looks
so good. If I had to make any comparisons, the art style reminds me of Avatar
in terms of it having fluid animations, colorful palettes, and unique
game-world structures, plants, people, and objects that it allows it to stand
out from other games. That’s something I like to praise games for is when they
choose a visual design that stands out rather than following the grey-brown and
gritty trend games like Gears of War
seem adamant to stick in.
There aren’t too many faults with this game overall. The
story, characters, and dialogue aren’t solid all the way through, but they are
enjoyable overall and are still fun. Being a game aimed for kids, that is
something to be expected. The gameplay is very solid without any real glitches
or issues to make a mention of. The only complaint is that it seems like it’s a
bit too easy. Again, perhaps higher difficulties resolve this, but if that’s
not an issue for you or your kids, then maybe you’ll enjoy it all the more. If
anything, check it out because you don’t see games this good this often. It’s
not Bastion level of cool-looking
indie games, but its damn close. Expect to see me bring this game up again for
a top ten post later this year.
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