16 reviews liked by skarjala


kind of lame. decent tone but not all that scary and the core gameplay loop is far too boring and tedious. feels like a skeleton of a better game.

One of the best games ever made

Love to see a game that's not afraid to REALLY make you suffer. A true work of ludonarrative excellence (and also just plain narrative excellence). Don't be afraid of the game's purported impossible difficulty, it's not actually that "hard" per se, it's just (deliberately) arbitrary and unfair (the difference being- it doesn't take a lot of skill or a huge brain to beat the game, it just takes the stubbornness to keep retrying). The ultimate goal of the game is to use the meta-progression tools at your disposal to avoid having to deal with the unfair bits.

this game would've been somewhat commendable if they just cut all of the protagonist's dialogue.

Dusk

2018

I was never much of a "boomer shooter" / movement shooter type of guy. I started with Doom 2016, then played Eternal, and then ultrakill. Ultrakill blew my socks off so hard that I felt I had to try some of the other highly regarded ones. I played Amid Evil first, and then Dusk. Amid Evil was ok, I enjoyed parts of it, but it didnt really stick out to me too much. Dusk, on the other hand, was worse. Other than the vague horror elements this game feels very bland to me. It plays well, and I did have fun during it, but it just doesnt do much for me. Back to waiting for ultrakill updates i suppose :/

Dusk

2018

the basic problem with Dusk is that it does little to improve upon the games it is a homage to. this wouldn't be a problem if classic first-person shooters were ever anything more than mediocre, but they aren't: Doom, Quake, Half-Life, etc. are all ultimately boring; bland repetition of geometry intended primarily as arenas for combat which actually is as simple as "shooting it until it dies" with a requirement for spatial awareness etc. rarely relevant -- but mostly you'll just be circle-strafing. it's "mindless fun", the worst kind of "fun". it's only with more experimental action-adventure games like System Shock and Deus Ex -- "immersive sims" -- and more demanding character action-inspired shooters like ULTRAKILL and Doom Eternal that the genre becomes more than a slightly more sophisticated version of Cookie Clicker.

there seems to be little thought to game-mechanical design in every aspect of the game; there are in most scenarios too many weapons which overlap too much in niche -- a classic of this genre, there are several redundant and trivial enemy types, level design is often bewilderingly poor -- often literally just being huge open spaces with spammed enemies -- and borders on the quality of something like Doom II's more infamous maps, bosses are universally too easy and uninteresting, the porn-narrative cheese of Doom et al. is mimicked with little thought, etc. the guiding principle for the game's development seems to of been "wouldn't this be cool" more than anything else.

there is one truly good level in this game, the penultimate one, and it's the best level in the game precisely because it's by far the most difficult, which makes me think that the game's real issue is that it's just far too easy (and yes, I played on Cero Miedo), never demanding too much of you or pushing you to form evermore synaptic connections; it's far too comfortable, and because of that it's largely boring.

Let me fucking go fast dude

Just logging my first attempt at this game. If you fuck up early game by not playing optimally enough, you will fuck yourself over and have to restart. Only reason I'm actually starting another attempt is because im enamored.

I LOVE SKATE 3!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I wish this studio made more puzzle platformers.