Soul Discussions and Dust: An Elysian Tail

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A while back I downloaded the demo for Dust: An Elysian Tail.  

I had heard nothing but good things from Sm1tty about the game and I didn’t have any cash on me and wanted something solid to play around with while I waited for my next check.

You know a demo’s doing it right when it’s so damn good and pretty you play it multiple times.

Let me take this moment to reach out to creators and studios. [I’m going to act like they’re listening.]

When you put a demo up on Xbox LIVE or PSN, please include more than five minutes worth of gameplay. I’m not asking you to put up HOURS of play; I want at least 15 minutes. If you’re feeling super awesome that day, give me a taste of multiple parts of your game and let them seem seamless–like what happened with Dust.

After having spent so much time with the demo, I quickly realized things weren’t what they had seemed with the demo when I got into the actual game. Some of the abilities I had possessed in the demo were lacking in game; the terrains were different.

What that tells me is Humble Hearts actually gave two shits about showcasing Dust–just enough was shown to leave me wanting more of the story and I wanted to see where the story would take me.

Visually, Dust is…beautiful.

The colors are saturated in parts and muted almost to the point of grey scale in others. This a game where every experience was thoughtfully created.

Even that one place you have to go to get the damn red moss and it’s pitch black and I might have spent two hours getting those dumb “pineapple bombs” up high enough so I could see where I was supposed to be going. Of course, at the time, I didn’t realize I was working toward any goal other than figuring out why it was black up there but had platforms.

Answer? Red moss [side-quest item] and a purty chest.

The lock mechanism of the chests makes me happy.

You know I’m a huge Oblivion/Fallout 3/Skyrim fan. The lock mechanics in those games makes me want to shoot someone with whatever weapon is appropriate for whatever game. And then stomp on their digital faces.

The difficulty with Dust’s lock system is you have to have a key to get a crack at the meat of the super simple button pushing. There’s a time limit but I never had the time run out on me so the time allotted is sufficient.

Fidget is Dust’s smart mouthed sidekick–a requirement in these types of games–and reminds me of Nall from Lunar Silver Star Story. Toy creators? I would like a Fidget doll, please. In time for Christmas. Thanks.

The whole thing is a puzzlesque game that tends to hide the fact it’s a puzzle game. I’m fine with that. I’m not a fan of puzzle games; Myst and I aren’t good friends.

I’m finally–almost–done with Dust. I think I’m currently sitting at 113% completed.

I have two things to finish: the 1000 killstreak and finding all of the captured friends…one friend left and that quest is going to be a doozy.

Since I’ve been playing Dust mainly during the hours Cara’s in school, Ollie’s well versed in the whole Dust story and large sections of plot moved forward while Cara was getting her brain stuffed with somewhat useful information.

This also means that I got through the main game and almost all of the quests in under 14 hours and was just about to fight the final boss right after dinner.

River Song Spoilers gif

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