9/13/2023 0 Comments Dusk on switchI won't go to deep into it, but the game does a lot of crazy stuff, and the one I mentioned is only the tip of the iceberg. Like to spoil one of the earlier ones, there's a MC Estcher inspired level in a laboratory that begins to get really insane with running on walls, looping areas, weird proportion tricks, and other fun stuff. But they begin to get really creative, to a point I couldn't believe it and I hear they even get crazier. Like a level centered around a church, a level split by a cornfield maze, a level in a big farm storage area, an underground tight corridor mine, some train tracks with various pitstops along the way, etc. They start off more basic (but really enjoyable and varied to each other). I won't spoil too much, but the game gets insane with some of its levels. Then there's dumb stuff you can do for the fun of it, like flush stuff down toilets, consume alcohol until you hit a drunk state, and such things.Īnd the levels are a joy, and actually have huge variety. Add to this the secrets are a joy to find, some obvious enough most will find, some really well hidden, some for just little caches, others related to big secrets and whole hidden areas (and occasionally, even leading to hidden levels). I didn't notice it at first, but it's actually genius since when you're getting more and more into the action you begin getting faster and faster before the end where you're like a speed demon, it's a design decision that sounds weird on paper but works incredibly well in the game, especially since most levels start off with smaller enemies in selective parts, and towards the end they really begin to ramp up and get crazier in crowds and layout, which the increased speed makes the action get really intense and crazy. The game also does this thing where you start off slower at the level start, but the more enemies you kill the faster and faster you go. Much of the environment is destructive, like trees for example. You can pick up plates from a table and throw them to stun enemies rapidly for example, or pick up an explosive barrel and toss it then shoot it near a crowd of enemies to destroy them, or pick up a sawblade from a shed and use it to cut up enemies quickly, or even just adjust your cover and such by kicking stuff around. There are new things in the game old shooters couldn't do back in the day, such as physics. I'm curious how certain things will translate to Switch.Īnyways, since I'm already writing on the game, something I can mention as been playing it is that the game outside of its mechanics really shines through its level design and attention to details. The game has also added a "slide" to when you hold down crouch, which really makes you slide really fast along the ground and then decelerate into normal crouching, which while doing this it can be really satisfying to slide between several enemies under their fire (before they re-adjust to you sliding/crouching) and picking them off as you just slide on by, or sliding to the side and pulling off a shot while dodging their projectiles. To give a couple brief examples of what I mean by this, there's some fans in the game that propel you into the air, and one fun thing to do while you're in the air is that you have 360 movement control (so can manually do things like flips in the air and such), it's fun to be soaring in the air with a crossbow or explosives or a rifle doing flips in the air with the mouse while also pin-point accurately shooting enemies. The game has a lot of options which may help this, but the game definitely feels like it was designed with Keyboard and Mouse in mind. Since I've been playing the game, to kinda' touch on why this game is really good, it has a LOT to do with the level design, small touches, and mechanics, and I'm curious how the Switch is going to handle some aiming things. It is a must-have for anyone enamoured with the genre, a spiritual successor to Quake that manages to crystallise the best parts of this game while having its own identity, pushing towards Lovecraftian horror rather than science-fiction. Compared to the rest of the market of neo-retro shooters, Dusk has all the right qualities to be the king : no overuse of bullet sponge monsters or small pesky aerial enemies, no wandering in huge empty levels, no repetitive corridors, it’s a masterpiece, and without the shadow of a doubt I elect Dusk to a cult status along Doom and Quake. David Szymanski manages to get close to id Software’s formula, while adding his own style, varied levels and monsters, and a welcome progression in the environments created. Overall, the game achieves faithfulness to the 90s shooters while adding a fresh perspective and a dose of the unknown. Dusk’s only weakness is that Episode 2 drags on a bit too long in industrial environments, and you have to wait until Episode 3 to see a new batch of interesting enemies.
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