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  • Greetings and welcome to an LGR thing,

  • and today,

  • I would like to talk about Dusk.

  • Because this game is legit.

  • If you are a fan of games like Quake and Redneck Rampage,

  • Blood, Heretic, Half-Life, Doom, Duke Nukem 3D,

  • and any number of other mid-to-late-'90s first-person shooters,

  • than this is something that I think you should keep an eye out for

  • once it's actually released.

  • Which, yes, at this point it is not,

  • so that's why this is not going to be a full review quite yet.

  • These are just my initial thoughts on the project

  • as I've played it so far,

  • which at this point is just Episode One.

  • And in the interest of full disclosures,

  • I did get an early copy of this

  • sent to me pro bono with no strings attached.

  • No payments or anything like that.

  • So yeah, I've been keeping an eye on this for a while,

  • talking to the people behind it

  • and just generally getting psyched to talk about it,

  • which is why I'm talking about it now.

  • Because even though it's not out,

  • I just want to say something.

  • Because, dude, I have been waiting

  • for this kind of first-person throwback shooter on the PC

  • for I don't even know how long, man.

  • Now I've really enjoyed games like Doom 2016.

  • They had elements of old-school shooters in them but,

  • you know, that was a very thoroughly modern game with old-school roots.

  • We've also had games like Strafe,

  • which has something in common with Dusk

  • in terms of inspirations and aesthetic,

  • but that leaned more towards being a throwaway experience for me.

  • Largely due to stuff like it's over reliance on procedural generation

  • and run-die-rinse-repeat Roguelight-style gameplay.

  • And while there's nothing wrong with those type of games,

  • I enjoy those from time to time myself,

  • that's not what Dusk is trying to do,

  • and that's why I think it's pretty special.

  • This pretended 1997 never stopped.

  • Dusk's inspirations are very clear from the beginning

  • with a lovingly recreated MS-DOS-style startup sequence.

  • This continues into the options menu as well

  • where you can really tailor it to look as halfway modern

  • or thoroughly retro as you want.

  • It supports 640 x 480

  • and even emulates lower resolution modes than that,

  • with options to disable bilinear filtering

  • and limit the color depth.

  • You can customize your crosshairs.

  • You can downscale the play area window

  • and alter plenty of things like weapon bobbing and movements and

  • camera things that make a lot of sense for games like this

  • because otherwise you tend to get pretty motion sick, or at least I do.

  • And yes, Dusk is completely at home

  • playing at 640 x 480 and 85 Hertz on a CRT.

  • Augh!

  • Man, this just looks right!

  • And it's not just the aesthetic.

  • I mean, it really is the gameplay itself that feels

  • appropriately 1997.

  • You're not dealing with a bunch of procedurally generated levels

  • that half the time suck.

  • But you're also not dealing with more linear levels

  • that lock you into a room until you defeat all the monsters

  • and then you go on to the next place.

  • No, these are pretty nonlinear, wide-open,

  • sometimes a little bit maze-like levels

  • that rely on keycards to get through and it is

  • very much out of the '90s, but not too much so.

  • I found it to be a satisfying mix

  • of old-school first-person shooter level design

  • and slightly newer old-school first-person shooter level design,

  • if that makes sense.

  • What I mean by that

  • is that while it relies on keycards and backtracking,

  • it's not to a degree that made me super irritated

  • or got me stuck for more than a couple minutes.

  • There are plenty of secret places to find

  • and monster closets and all that kind of stuff.

  • But it's not nearly as maze-like as certain shooters,

  • and it's also not as confusing as certain ones.

  • There's only one level that kind of got on my nerves

  • as far as a lot of the textures being really similar

  • that got me confused.

  • But other than that, I mean every area felt distinct enough.

  • And the satisfaction extends to the weapons as well,

  • which is a pretty typical first-person shooter load-out from the '90s.

  • You've got your melee, your pistols, shotguns.

  • Those can be wielded akimbo.

  • You got your super shotgun, your machine gun, your rocket launchers.

  • Or, well, your explosive launchers, there's different kinds.

  • And some sort of magical energy like weapons,

  • like this crossbow

  • that really embraces that phallic theme

  • of a lot of weapons from this time period.

  • You're practically just shooting all the monsters

  • with glowing green dongs.

  • As far as the story and the protagonist,

  • I mean, you know, they're...

  • They're just kind of throw away, at least at this point.

  • It's a mute protagonist going on.

  • They just call him Dusk Dude.

  • That makes sense.

  • You get little text pop-ups and

  • occasionally a little bit of voiceover from

  • the evil whatever that's somewhere.

  • But for the most part it really is just going around,

  • finding your way through the levels,

  • getting keycards, getting cool weapons,

  • shooting the crap out of everything,

  • and interacting with the environment.

  • I mean, there's interactable toilets,

  • and you can pick up stuff and flush it down there

  • because, you know, why not man?

  • I got through the first episode in just a little over an hour,

  • so it really wasn't too bad.

  • There's ten levels with one secret level,

  • and there is, at this point, an endless mode.

  • It's just one map,

  • but it sends endless waves of enemies at you, as you might imagine.

  • Really straightforward but I had a lot of fun with it.

  • Mainly because the traversal

  • and the movement in general is a lot of fun.

  • Including superfluous features like an unlocked Y-axis

  • that let you do flips in midair,

  • as well as a dedicated button

  • for flipping your weapon around

  • and doing silly tricks with it in between shots.

  • I mean, this is just completely useless, but awesome.

  • It's that kind of over-the-top machismo attitude

  • that I would expect from a '90s game and it fits right in.

  • Yeah, that's pretty much it for my thoughts on Dusk at the moment.

  • It's not a complete game, once again.

  • I will be doing a full review of it once it's finally out

  • and it will cost $20 at that point,

  • so I will give an evaluation on whether or not I think it's worth it.

  • Man, even just the hour-and-a-half

  • that it took to get through this first episode,

  • it's already been one of my favorite experiences of 2017, so,

  • really looking forward to covering the full thing when it's out there.

  • And yeah, I hope you found this informative

  • and keep a look out for this if you're into this kind of gameplay

  • in the future.

  • And if you enjoyed this episode of LGR,

  • then perhaps you'd like some of my others.

  • I normally do more scripted stuff than this but

  • this was just something that I was excited about so I wanted to,

  • you know, say excited things about it.

  • So stay tuned if you would like more.

  • And as always, thank you very much for watching.

Greetings and welcome to an LGR thing,

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