Do you ever feel that if you wanted to review a game that is basically a re-imagination of a game, its like, well i already reviewed that game to some extent, what is the point in deeply analyzing or accessing DUSK if we all are aware it is a clone of Quake? I think most reviews of Dusk can be left on that alone: If you like Quake and all those classic FPS games, chances are you’ll like this game. Of course there is a lot more to be said of that, for a single person to even be able to recreate what was considered the golden standard of games in the past in itself is highly impressive.
Some sequels or inspired games are a little too on the nose so for a lot of people trying to review them it’ll be like: what even is there to say about these games, other than: It is what it is. What do they do other than doing the same that hasn't been done in a while? It's the equivalent of seeing a musician cover songs at a bar, and you are like "I sure do know those songs", and sometimes the musician will cover “All we are in dust in the wind” at a public space in a more cheerful take and you will seem to be the only one who is concerned because you actually think about things.
Again! If you are into the twitch style 9 million DPI shooter games where you never have to reload! Here’s another one for ya, go support the developer because you are getting into it sooner or later, if anything this was one of the first ones to kickstart that fad of bringing back oldschool FPS games, sitting on the top of it’s throne as the golden standard (because many people can honestly mess up the whole trying to live up to what is considered retro and good). While Dusk is not Weezer's Africa to Quake’s Toto, I would say that it is Disturbed’s Land of Confusion (It doesn’t sound that different and honestly it does justice to the original song, HOWEVER, it is literally a cover done by Disturbed and it shows that enough).
I guess Dusk introducing physics is kinda funny every now and then, it then becomes: Quake but you get some Gravity Gun moments in which you can throw saws or a bar of soap to kill enemies instantly. You could say Dusk is slightly different from what it is inspired by because of how tilted it is, later on in the game Dusk relies heavily on the fact that there is tilting and sliding, that’s like Dusk secret ingredient
Anyways going back to what I got at: it is kinda hard to review Dusk because it is basically more of the same of what you kinda of expect, is it hard to achieve such a clone from an indie team? I’d assume so, but it is just as equally as hard to comment on. Sure, trying to put your head space into design ideas that haven't been popular since 1999 probably took some time, like I'd imagine you'd have to immerse yourself in nothing but a period stuck in time to achieve something like this, having no fall damage is VERY cool though, especially when Dusk begins to have more open spaces, I don’t remember if Unreal (which was a very open FPS game) had any fall damage but the fact that this game doesn’t have fall damage and later on plays with large falls is amazing.
Oh and I guess the level design having a consecutive story to it is somewhat unique to comment, most of these type of games don't have an over-aching plot of any kind (or any at all) and are just base after base after base. Random map after random map, there is no connection between the maps in a lot of old FPS games, Dusk goes out of the way to go: HEY REMEMBER THIS MAP, this map is connected to that map, it makes it’s world more immersive.
But yea most reviews of this type of game can simply end on "Hey you like FPS games where you didn’t have to reload? You'll probably like this", on a darker note, and remembering the time of games like this and how they were common, it’s funny to think that doom clones were once blamed for school shootings, these games aren't even anything RELATED to real guns or the act of real shooting, a doom clone gun has as much relevance to guns that an arm cannon would. They are completely alien to any semblance of reality at all. Dusk’s gun models take that to another level, they are so blocky that it is hard to tell what they’re even inspired by.
Some people are attracted to this game merely because of the blockiness (even if sometimes there’s a dissonance on what is made with more effort and what isn’t). The game too HD for ya? Too much frame rates and sleek clean models? Breaking the immersion of you wanting to go back to a pre-9/11 world? You can make Dusk go from ps1 graphics to Nintendo 64 graphics (muddy textures instead of crusty ones), you can customize everything honestly, one of the benefits of living in this modern world is that obsession FPS games fans have with customizing every single aspect of a game, and essentially this is as modular as a retro-inspired game might get, so it’s not just a generic retro game but Retro Game: Modernized, I guess you could give yourself a concussion and try to trick yourself to thinking this is a re-release of an old classic game you used to play in your childhood for extra immersion, like Quake RTX.
So far in this review, I’ve been giving this game who’s unforgivable crime is trying to live up to classics non-stop shit on trying to be too much what it is inspired by, like the video game equivalent of Oasis… BUT THEN… Then Episode 2 kicks in, I’d argue that Episode 1 has some flaws (map design wise with a few gripes, sometimes doors look like walls is one of the things I remember) and clearly was just testing the waters out to see if people were interested in a retro FPS game, Episode 2 actually goes out to do more things than just be yet another FPS clone.
Basically: Dusk felt generic at first but then the last world had some Super Mario Galaxy things going on, and a lot of Dusk around the second episode starts to play more freely with it’s design and dive more into what it is good at: Arena like FPS gameplay with high speed tilting by constantly strafing around things, bullet hell circumstances, extreme jumps from high heights and a large number of enemies neatly placed to go through. Episode 2 gives more opportunities for one to slide more often and try to shoot enemies while you do so, the air control from the large heights Episode 2 sets you in also becomes one of Dusk’s major factors. I really do feel as if that sensation only kicks in a little later into the game.
This is shown more with the more experimental levels get that are legitimately fun, like I haven’t seen an FPS game try this Mario-level experimention in a long time, it reminds me a lot of those multiplayer gimmick maps one would download that were obviously made by someone trying to introduce some more artsy fartsy aspects to stick out in the map community. I was always a fan of the weird maps Half Life / Counter Strike would download that weren’t just a serious bland realistic setting.
And even though the game literally just starts off as just Quake-inspired, it starts introducing some more mechanics that freshen up the experience the more you go, some that are straight from an Arena shooter and make the game feel as fun as one, there are scenarios where I got more than one rapid fire power up and it resulted in me shooting extremely fast. Not only that but these power ups make beginner weapons fun again to use and still extremely useful if some enemies still take more bullets. That was nice.
One of the other modernizing aspects, it was something that was there since the start but becomes more apparent the more you experiment as time goes with the game, is that you can play this retro FPS game in any way do you want, we live in a world now where challenges are well known to be apparent, so might as well make them all officially a part of the game and invite players to do whatever they want.
Dusk is a simplified take on retro FPS games, actually that dismisses all of it's complex accomplishments, it is a CONCENTRATED take on retro FPS games, like Orange Juice of sorts. It strives to do some things but it is mostly those wonderful expensive Orange Juice cartons that have all 12 varieties of Orange Juice into one ULTIMATE ORANGE JUICE (in this case, getting all of the loved elements from past games and condensing them), it is a game that unapologetically is concentrated on delivering you what you want, A RETRO FPS GAME. It doesn't need to reinvent the wheel that much (which again ignores that what it does is special in it's own way, whenever it be open-ended good level design which you can go about many ways despite looking like a linear game) because it works with what it has and it does that job well. In a world with ideas that hit and miss, a game that actually just delivers is GREAT.
The game is filled with little touches just by introducing a little modern physics engine, you can interact with certain things, use certain boxes to skip entire segments and the game is well designed enough that it doesn’t mind that you do this or even considers that you would, you can even beat the game without killing a single enemy! It is game that obviously shamelessly takes inspiration from what it is inspired by but as time goes it starts being it’s own thing as it mixes more and more from what it is inspired rather than just linearly recreating it...Anyways if you like Quake you’ll probably like this game.