Dusk 2018

Log Status

Completed

Playing

Backlog

Wishlist

Rating

Time Played

--

Days in Journal

1 day

Last played

September 20, 2022

Platforms Played

DISPLAY


Replayed on Cero Miedo (equivalent to Ultra-Violence in Doom), Intruder Mode (aka pistol start from Doom), no mid-level saves. This will be a quick one, not as analytical as my usual fare.

Mechanically, SimonDedalus's review is pretty much on the money. Elements from classic FPS (movement from Quake, infighting from Doom, secrets from Build Engine, prop shenanigans from Half Life) are haphazardly smashed together without any real sense of a cohesive, balanced end product. Movement is fun to hop around with but utterly dominates open-air encounters. Map design is serviceable I guess? Nothing awe-inspiring but I haven't played Quake custom maps so I have no idea what the bar is here.

Enemies are mostly Doom 1 clones, weapons are mostly Quake clones except for the crossbow which is kinda neat. Infighting is a lot more circle-strafy than Doom (which could already get circle-strafy on some maps) and less strategic since enemies of the same type can fight each other. The props are borderline overpowered, but throwing barrels over and over is kinda boring and error-prone so whatever I guess? Ammo is usually everywhere even if you don't find the secrets, but health and armor get gobbled up quick. Enemies do huge damage on Cero Miedo, probably because the dev realized that the only way you can die with this combat and movement system is to get clipped by stray pseudo-hitscan projectiles like 5 times over the course of the whole level. Play a good Doom map and you'll understand what I mean here when I say the balancing and structure is pretty bad for protracted combat encounters.

The atmosphere, sense of pacing, and general presentation save the game. There's a sense of constant forward momentum, going towards something, though you're never quite sure what. Maps alternate between combat-heavy arenas and claustrophobic crawls, which elevates both beyond their standalone level of quality. Low-poly blends great with backwoods and industrial horror, think those PS1-style short horror games. Sound design is generally solid. I love the dual shotguns, satisfying to use. The powerups are fun and stacking them is pretty neat. And the ending is genuinely good, which is bizarrely rare in other classic FPS.

I definitely don't hate this game, it has the good sense to keep its runtime short and it was made when classic FPS design was only just coming back into vogue. If you haven't played the classics you'll probably like this a lot. Moral of the story is go play Doom and Blood.