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It's Dangerous to Go Alone

Dust: An Elysian Tail was Dean Dodrill's one-man show until it became clear the story needed something more. How a simple story about a quest for redemption became a complex morality tale about life, death, and genocide.

No Caption Provided

(Note: There are serious spoilers for Dust: An Elysian Tail throughout this article.)

One of the happiest days in Dean Dodrill’s life was also one of his worst.

Dodrill’s grandmother, Rosie, had been the hospital the last few months. The whole time, he’d been crunching to finish a playable build of Dust: An Elysian Tail for Microsoft’s 2009 Dream Build Play contest. The winner received a chance to appear on Xbox Live Arcade and $40,000. In other words, a potential life changer.

Dodrill stands in front of kiosks for PAX East 2012. The game had been in development for more than three years by this point.
Dodrill stands in front of kiosks for PAX East 2012. The game had been in development for more than three years by this point.

“The day that the winners were announced, I was actually asleep at home, since I’m a night owl,” he said. “I remember hearing my family celebrating upstairs before they came down to give me the good news. Having crunched so hard to get the build ready, it was a thrilling and validating moment as a budding developer.”

Not an hour later, a phone call arrived. Rosie had passed away.

“That sense of ‘hurray, we did it! But it didn’t matter, you can’t always change fate’ influenced how I continued to write for Dust,” he said.

There are a great many good games, but very few surprising ones. Dust, a beautiful hand-drawn 2D brawler created by the one-man development team of Dean Dodrill, is the latter. Most surprising about Dust wasn’t how ambitious it felt for the product of a single-person studio, but the bold, tragic storytelling.

So much of the conversation about Dust was dominated by polarized reactions to the game’s art, an homage to Don Bluth cartoons that was largely interpreted as furry fandom. (Try to keep that out of the comments?) This distracted people from, perhaps, the biggest revelation of all: it’s a game about, death, hope, redemption, and genocide.

The Secret of NIMH, in particular, is all about a race of rats being exterminated,” said Dodrill. “I really liked the juxtaposition of this colorful, cute art style and this really dark story, which you don’t really see so much in animated films these days. I think that’s probably where it came from. I didn’t really give it a whole lot of thought."

"I didn't give it a whole lot of thought" is a common theme when it came to conceiving Dust's story.

In Dust, General Gaius and his army are exterminating the seemingly peaceful Moonbloods race, and, frustratingly, they don’t give a good reason why. Moonbloods exist, so they must die. An early sequence reveals Dust, the main character, to be complicit in the genocide. He lead the charge, and the rest of the game involves this character coming to terms with his actions. At the start, Dust awakens, having lost his memory, only to learn he’s a monster.

That Dust wraps such heavy themes within a set of cute, likable characters creates a startling contrast.

The game was largely crafted by Dodrill, but he enlisted help in a few areas, including music and story. For writing, Dodrill eventually connected with Alex Kain, a designer and writer working at mobile developer Venan at the time.

Not long after an early trailer was released for Dust, Kain sent Dodrill a brief message over Twitter, complimenting him on the game, and offering to talk about his design process sometime. Dodrill looked Kain up, and was impressed by the games Venan had worked on. Dodrill reached out, and the two quickly bonded.

“We both really enjoyed Trespasser, even though it’s a terrible game,” said Kain.

(I love you both.)

Early builds of the game had only been shared with the Xbox Live Indie Games community, since Dust was originally going to be released there. Dodrill came to trust Kain, and sent him the game in pursuit of feedback. The build came with a questionnaire Dodrill had been attaching for other testers.

How do you feel about your game experience? Rate it on a scale from one to ten. If you can think of anything you’d want to improve, what would you improve?

Rather than just enjoy the experience of an early game, Kain tried to provided legitimate feedback for Dodrill. He felt the story had some interesting ideas, but that it was coming up short in the writing department. This didn’t immediately sit well with Dodrill, the sole mastermind behind Dust until this moment.

“I’ll admit that I was very stubborn when I first met Alex,” said Dodrill.

This wasn’t the first time Dodrill had received feedback about the game’s story. Microsoft partially signed Dust because Dodrill hadn’t just envisioned a game, he’d conceived parts of a larger mythology. In a post-Braid world, Microsoft was interested in bigger and more ambitious games for XBLA. Dust fit that profile, but as Microsoft started to receive builds of Dust, the company was sending similar criticism his way, as well.

“One of the first feedbacks was ‘can it be not so fan-fictiony?” said Dodrill. “They were talking about the actual wordplay--the writing. I thought, ‘I’ll work on that. I’m not really a writer but it’ll be good. Don’t worry about it.’ Then, when I met Alex, he was a little bit more blunt, and he kept bringing it up, which I’ll admit I wasn’t quite used to at the time. I was testing among the Xbox Indie Games community, and the bar is pretty low there. It’s really low. It was even lower back then.”

So Kain dutifully filled out Dodrill’s questionnaire, and came to the last question.

If there is anything else you can recommend please write it here.

Then, Kain rewrote the first 30 minutes of the game. The story was kept intact but he rewrote the dialogue.

“I read his stuff and I remember the line that got me, and it’s kind of cheesy,” said Dodrill. “It was when you first do the dust storm and Ahrah the sword, says, ‘witness the power of the dust storm.’ Alex rewrote it to, ‘bear witness to the power of the dust storm.’ That little twist. In my mind, it was like...so, that’s what a writer does! It wasn’t incredibly mind blowing writing or anything, it was just that one line, but I was begrudgingly, ‘Yeah, this guy’s a better writer than me.’ I was kind of pissed.”

A comic Dodrill penned mid-development that illustrates how vague the game's villain was for a while.
A comic Dodrill penned mid-development that illustrates how vague the game's villain was for a while.

Four months later, Kain was working on Dust. It took four months because Dodrill dragged his feet.

“I thought, ‘If I really care about this project I’ll overlook my personal weakness and bring Alex on.’” he said. “It’s weird, in hindsight, because I can look back and laugh at myself and realize that was pretty childish.”

Dodrill credits Kain with reversing his perspective on what writing can do for a game. Prior to Kain’s involvement, he just rolled his eyes at writing being very important. That is no longer the case, and is informing his future process.

The major beats in Dust never changed, but Kain worked with Dodrill to find ways to ensure the subplots were tying into the broader story. Dodrill admits his approach was largely influenced by his deep love for Japanese RPGs. In its current state, Dust featured a bunch of different areas with their own little stories, and while they may have been interesting in their own right, each had little impact on the story. Kain was tasked with weaving it all together.

When players enter the game’s cave section, it’s not just about saving a family’s father by fetching a batch of magical water, it’s about saving a family’s father by fetching water that's related to General Gaius and what’s devastating the world. In a graveyard sequence, rather than just helping put the soul of an elderly woman’s husband to rest, you learn the husband was a war profiteer who made his riches from the race war tearing everyone apart.

At the center of it all, though, was the Moonbloods facing genocide.

“It’s like, what’s the worst thing you can do in a game?” he said. “How do you hate your villain the most? And genocide seemed to be the obvious answer. I don’t know if I gave it much thought when I came up with the idea but that’s probably where it came from. It’s hard to say. [...] Alex will find that offensive as a writer.”

Dodrill wanted conflict, so there was a war. But why were they fighting? Well, genocide is a good reason for people to really hate each other. There wasn’t a defined villain, but Dodrill figured that could be worked out later. The various races were only animals because he wasn’t interested in developing a unique race of humans. When Kain started working on the game, he tried to find a way to tie all of this together, and the villain was a huge part.

“As a writer, it was a really interesting challenge to have that be the framework for the whole story, and also try to make the antagonist somewhat relatable,” said Kain. “Not relatable but more... sympathetic.”

“When I brought Alex on I didn’t really have a well defined villain and the villain changed quite a bit,” said Dodrill. “Originally it was going to be, ‘we have this bad king in this castle.’ Why is he bad? [...] It was very much Dracula from Castlevania. You have a castle, you have a bad guy...”

When we caught up with Dodrill at PAX East ourselves, he didn't know Summer of Arcade was in his future, pushing up his release date.
When we caught up with Dodrill at PAX East ourselves, he didn't know Summer of Arcade was in his future, pushing up his release date.

Despite Dust’s protracted development cycle, eventually push came to shove. The game needed light at the end of the tunnel, and the idea of a release date and pressure from Microsoft forced the duo to start making some compromises.

Neither is happy with the way the game’s introduction turned out.

Dust opens with a character experiencing amnesia, and heading off on an ambiguous quest, a direct result of Dodrill’s inspiration from JRPGs tropes.

“We noticed a lot of people saying, ’The storyline isn’t anything to write home about. It’s an amnesiac character that saves a bunch of people.’” said Kain. “We got the feeling that those people didn’t really play past the first hour or two of the game. If you think that’s what the story is, then I honestly can’t blame you.”

The introduction was originally much, much longer, but Microsoft applied pressure to cut it down.

“Microsoft kept saying you need to trim it down because XBLA games are usually ‘press A to jump’ and that’s kind of it,” said Dodrill.

Dodrill and Kain don’t blame Microsoft for the introduction’s weaknesses. It was one factor among many.

There was a plot hole--or potential plot hole--I asked the two about, though. It’s possible to accept General Gaius despises the Moonbloods just because they’re Moonbloods and that’s enough, but even Hitler had his own awful, misguided reasons, so why not General Gaius? It turns out there is a reason, and it was cut from the game. An exchange between Dust and General Gaius at the end would have explained it. Unfortunately, they ran out of time.

“Every second of cutscene is many hours of work that Dean just didn’t have time because the cut scenes were the last thing to go into the game and he was crunching crazy hours,” said Kain. “He was working like 100 hour days.”

These final passes at the game were happening as Dodrill and Kain were rushing to meet an unexpected entrance into last year’s Summer of Arcade promotion, and Dodrill was expecting a child.

“It was a question of what was going to go gold first: Dust or Charity Dodrill?” said Kain.

Since the line was meant for a cutscene, the two were faced with a huge problem. There was nowhere else to slot the line that made any sense, and there was no time to extend the cutscene to necessitate the line’s inclusion. So, it was cut. It’s a frustrating omission for the player, but one the developers don’t deeply regret.

No Caption Provided

“I like the fact that when you finally meet him [General Gaius], he thinks he’s trying to save you,” said Dodrill. “He’s obviously doing an evil thing and he almost convinces Dust at the very end, ‘Come back to me.’ I like that he’s not just a straight up monster. He’s not Dracula. I like the fact that we left that sort of ambiguous--unintentionally in some ways, but it was a decision we made.”

There are hopes to produce more games in the world of Dust. The ending provides closure to the specific arc of Dust: An Eylsian Tail, but it’s implied there’s more on the horizon. Dodrill and Kain wouldn’t confirm a sequel was in the works (Dodrill is working on another project right now), but if that ever happened, it would immediately address the history of the Moonbloods and General Gaius.

“He [General Gaius] honestly believes that the Moonbloods are a threat somehow,” said Kain. “We don’t explain what that threat is but that’s something we hope to cover in the future.”

In the near term, Dodrill mentioned that players hoping the game would become available somewhere other than XBLA should keep paying attention.

Dust sold enough copies on Xbox 360, however, to let Dodrill continue his one-man band of game development. It wasn’t enough for him to expand beyond himself, but that’s okay for him right now.

“Alex and I have already chatted about my next game which we’re hoping to announce sometime soon but we’ll see,” said Dodrill. “It’s actually one that I think you and Brad [Shoemaker] will probably hopefully enjoy because you love horror and Brad loves Super Metroid.”

You’re speaking my language, Dodrill.

Patrick Klepek on Google+

115 Comments

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Spaceyoghurt

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Edited By Spaceyoghurt

Great read. Tried the demo, got put off by it, but maybe I should give this game a chance after all.

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shodan2020

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Edited By shodan2020

Yeah, this was a great game that really got overlooked on a lot of top 10 lists. Nice story, Scoops. :)

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Nottle

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Edited By Nottle

Dust was pretty cool. I hope we'll get to see some more stuff in that universe. I wonder what that cut line was.

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Phatmac

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Edited By Phatmac

Nice write up Patirck. I love this game and it's in my top ten GOTY list.

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Snail

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Edited By Snail

Okay, I don't want to read any spoilers for this game, so can anyone tell me whether or not this article mentions something about the game coming to PC, and, if so, when?

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beard_of_zeus

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Edited By beard_of_zeus

Some nice insight on the game's development, thanks ! I haven't thought about the Secret of NIMH in quite a while (I actually did a diorama in middle school for a book report of the novel that the movie is based on), but that's actually a good parallel to draw, and I could see that being inspiration for Dust's story.

I don't blame Dodrill for being stubborn about bringing other folks onto the project, when you're working so hard by yourself and essentially being your own sounding board, you can probably get hung up easily, especially with other stresses in one's life. Mad propers to Dean for recognizing his own shortcomings and making his brainchild even better.

I looooved this game when I played it on XBLA last year, hopefully it comes to other platforms soon so more people can enjoy it :)

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beard_of_zeus

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Edited By beard_of_zeus

@Snail said:

Okay, I don't want to read any spoilers for this game, so can anyone tell me whether or not this article mentions something about the game coming to PC, and, if so, when?

"In the near term, Dodrill mentioned that players hoping the game would become available somewhere other than XBLA should keep paying attention.

Dust sold enough copies on Xbox 360, however, to let Dodrill continue his one-man band of game development. It wasn’t enough for him to expand beyond himself, but that’s okay for him right now."

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rolanthas

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Edited By rolanthas

*HOOKS GAMECUBE SOLELY FOR METROID PRIME

I really need a new CTR, solely for these old consoles of mine.

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MooseyMcMan

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Edited By MooseyMcMan

Fantastic article! Makes me want to go back and replay Dust again.

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DeadSpace

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Edited By DeadSpace

"was largely interpreted as furry fandom. (Try to keep that out of the comments?)"

What's wrong with furries? Why can't we allow for people to have all kinds of personal expression? Like, I get that you're trying to keep people from deriding the game because of the aesthetic and I'm on board with that too, but maybe the way to solve it isn't to try to stop conversation about it but instead to foster an adult dialogue about diversity.

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Alorithin

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Edited By Alorithin

I didn't understand the praise for this game. I played the demo and youtubed the story. I can tolerate furry fandom but the seinen tropes with ronin flavor are super grating. The game part was a mash fest. Brad can speak to the strategy of fidget but she is most effective as a clear screen bomb.

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coilcloudvaper

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Edited By coilcloudvaper

DUST AET was a FUCKING Great game. Also i have become a FURRY

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Snail

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Edited By Snail

@beard_of_zeus said:

@Snail said:

Okay, I don't want to read any spoilers for this game, so can anyone tell me whether or not this article mentions something about the game coming to PC, and, if so, when?

"In the near term, Dodrill mentioned that players hoping the game would become available somewhere other than XBLA should keep paying attention.

Dust sold enough copies on Xbox 360, however, to let Dodrill continue his one-man band of game development. It wasn’t enough for him to expand beyond himself, but that’s okay for him right now."

Thanks!

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TheGreatPotato

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Edited By TheGreatPotato

I absolutely loved Dust: AET. I would buy a sequel without hesitation.

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Atary77

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Edited By Atary77

I loved this game and I hope that Dean will be able to continue making great works of art like this one.

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MURDERSMASH

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Edited By MURDERSMASH

Great article. Reading things like this is inspirational for me, when it comes to creative endeavors in video games. I've always wanted to make one in some form or fashion, and getting some insight into the creative process for games helps a ton.

As for Dust's story...it was an amazing experience. I have no shame in admitting that I cried at the end. I've been playing games for almost 30 years now, and I've never played a game that did that to me, until this one. Someone in the comments suggested that Dust be released as a "Director's Cut" on other platforms with the missing bits added in, and I think that would be really, really cool if it's not too much to ask for such a thing. The world created around this game is incredibly compelling, and I find myself hungry for every little scrap of extra info I can find on it.

As for the whole "furry" thing, I appreciate you guys clearing that up once and for all. While I have no problem with the furry fandom (seriously, what's wrong with artwork and roleplaying surrounding anthro animal characters?), I found myself taking offense to those who were flippantly dismissing the game for being that, when it very clearly wasn't. Silly and immature of me to proceed to yell at those in the comments and forums, perhaps, but few things drive me to anger faster than false accusations like that.

At any rate, i'm pumped to see this "horror Super Metroid" game that was hinted at the end of the article!

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arx724

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Edited By arx724

I enjoyed Dust's combat, but skipped past most of the dialogue.

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least100seraphs

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Edited By least100seraphs

I can't speak for others, but the furry vibe I got from it mainly stemmed from the fan-art feel that the cutscenes and dialogue sequences gave off. Don't ask me to put my finger on the exact problem, because I can't. But there was just always something that felt a bit off about the artwork. I never got that feeling when looking at the characters in general gameplay - maybe it was only noticeable to my eye when in those full-screen, zoomed in moments...

Loved the gameplay to bits, though I didn't like the anti min-maxing restriction in the levelup system. It just made half your levelups feel pointless. I'm no game designer, but I think the best way to prevent min-maxing is to balance the game's stats such that they all feel like worthy candidates for your skill points, rather than just not letting you have x amount more of one stat than another.

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patrickklepek

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Edited By patrickklepek

@DeadSpace said:

"was largely interpreted as furry fandom. (Try to keep that out of the comments?)"

What's wrong with furries? Why can't we allow for people to have all kinds of personal expression? Like, I get that you're trying to keep people from deriding the game because of the aesthetic and I'm on board with that too, but maybe the way to solve it isn't to try to stop conversation about it but instead to foster an adult dialogue about diversity.

Nothing! I just didn't want 10 pages of comments bitching about the art style. We've already had that.

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coaxmetal

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Edited By coaxmetal

Never really like the art style of the game, thought it looked cheap, but id totally play it if it were on a platform I owned (ideally PC)

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Edited By elfinke

Tremendous article, thanks Patrick. As others have said, it's always super enlightening and very interesting to get close up feedback from game devs about their own games, particularly when they're not there specifically for PR purposes. Hanging out for a release on anything that isn't XBL and its absurd moonbucks system so I can give this game a go.

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golguin

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Edited By golguin

@Riboflavin said:

Never really like the art style of the game, thought it looked cheap, but id totally play it if it were on a platform I owned (ideally PC)

Do you mean the cutscene animations and dialogue portraits when you say the animation looks cheap or do you also mean the backgrounds, monster designs, and character designs in the world?

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hanktherapper

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Edited By hanktherapper

Great article. I finished the game last weekend and really enjoyed it.

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coaxmetal

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Edited By coaxmetal

@golguin said:

@Riboflavin said:

Never really like the art style of the game, thought it looked cheap, but id totally play it if it were on a platform I owned (ideally PC)

Do you mean the cutscene animations and dialogue portraits when you say the animation looks cheap or do you also mean the backgrounds, monster designs, and character designs in the world?

I'm really only going off the quick look and stuff, since I never played it, but yeah I didn't dig the portraits and I thought the whole thing nebulously didn't look, I dunno, polished enough.

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golguin

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Edited By golguin

@Riboflavin said:

@golguin said:

@Riboflavin said:

Never really like the art style of the game, thought it looked cheap, but id totally play it if it were on a platform I owned (ideally PC)

Do you mean the cutscene animations and dialogue portraits when you say the animation looks cheap or do you also mean the backgrounds, monster designs, and character designs in the world?

I'm really only going off the quick look and stuff, since I never played it, but yeah I didn't dig the portraits and I thought the whole thing nebulously didn't look, I dunno, polished enough.

I could understand not liking the art style in the cutscenes and portraits, but all the backgrounds, characters, and monsters looked pretty amazing.

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Forderz

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Edited By Forderz

@MindChamber: o.oa

I don't see any difference between the basic leg structure in those images. They both have stretched out ankles and walk on their toes.

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Edited By mithical

@DeadSpace said:

"was largely interpreted as furry fandom. (Try to keep that out of the comments?)"

What's wrong with furries? Why can't we allow for people to have all kinds of personal expression? Like, I get that you're trying to keep people from deriding the game because of the aesthetic and I'm on board with that too, but maybe the way to solve it isn't to try to stop conversation about it but instead to foster an adult dialogue about diversity.

That's fine, but this article is mostly about the writing process behind Dust and not about the art style. Having that discussion would be off-topic and could easily derail this entire comment section, given it tends to be a controversial issue. I'm sure that discussion is taking place elsewhere on the internet or even Giant Bomb. You can always start it even if it isn't. Just don't start it here.

If you've already decided you'll play this game in the future, I recommend not reading the article (or listening to the GotY podcast). There's minor spoilers which admittedly won't ruin the game for you, but I think you'll have a better experience if you just dive in.

EDIT: Also, with regard to those Fidget comparison pictures, I feel the need to point out Fidget's line of dialogue there is a good example of the sense of humor you can expect from that character. The use of that screenshot is the perfect example of how the art style distracts some people from the merits of the game.

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viking_funeral

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Edited By viking_funeral

Loved this game. Easily in my top 10 for the year. I really wish more people gave it a chance.

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Edited By MURDERSMASH

@Viking_Funeral said:

Loved this game. Easily in my top 10 for the year. I really wish more people gave it a chance.

A ton more will once it comes to PC :D. Every single person on my friends list on Steam want to try it, but can't since they don't have 360's.

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Edited By Colonel_Pockets

This makes me feel bad for buying this game

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Edited By probablytuna

This and Fez are the two Xbox 360 games that I really want to play. And hopefully both are coming to Steam soon.

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MindChamber

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Edited By MindChamber

@Forderz: not sure how you can say Fidget walks on her toes when shes always flying. Dust doesnt walk on his toes and neither do any of the other animals. They arent simply animals standing on their toes, They have fully human bodies Anyways Ill stop here, Napoleon Dynamite already deleted my other post, no point in having a friendly debate about it.

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UnrealDP

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Edited By UnrealDP

Oh man, "not so fan-fictiony?" That's like the worst thing Microsoft could of said...

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Edited By Little_Socrates

I really...well, I really despise the story and writing in the last two acts of the game. Which is sad, because I enjoyed what came before that. Everything that happens with Dust's dual-identity and General Gaius is just really badly handled, IMO. Like, so badly that I legitimately think it tops Far Cry 3's pretty terrible ending, though probably not Assassin Creed III's somehow even worse oh god ending.

An interesting read to find out how the game even got to the point where I liked the first half, though.

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apathylad

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Edited By apathylad

That bit about General Gauis' motivations being cut is frustrating to hear about. I enjoyed playing Dust, but I wouldn't say the narrative is what made me stick with it. I didn't have a problem Dust's artstyle, I just didn't think the portraits and the cutscenes looked great.

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DeadSpace

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Edited By DeadSpace

@patrickklepek: @mithical: Thanks, and good points. This really is a great article, it's exactly the kind of conversation with a developer that we still need to see much more of on the web, so bravo. It is a shame that "furry" stuff is so controversial. I'm proud of the Giant Bomb community for not piling on it the way I've seen so many other places in the web. As a gamer who's in the LGBTQ community, I'm glad to see people avoiding the kneejerk reaction to things that are different.

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Christoffer

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Edited By Christoffer

@UnrealDP said:

Oh man, "not so fan-fictiony?" That's like the worst thing Microsoft could of said...

I don't even understand what that's supposed to mean. Maybe I need to read more fan-fiction to get it. Is "fan-fiction" somehow synonym with "bad writing"?

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Humanity

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Edited By Humanity

@patrickklepek: The art style is an integral part of the game though, and largely responsible for the divide of opinion about it. If he had chosen, literally any other art style, the game could have garnered a much wider audience. Whether it is furry art or not aside, I simply did not like the way it looked and was in fact so put off by the aesthetic that it stopped me from purchasing or giving it an honest try because deep down inside I knew it would distract me from the narrative. On the other hand, while a completely different genre Mark of the Ninja to me was very pleasing in the way it looked and animated. If Dust was about ninjas and mythical beasts as opposed to catlike anthromorphs I am certain a lot more people would have been willing to give it a shot - so it's just unfortunate that the art style he chose and prefers is one with a lot of negative connotation attached to it.

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Baal_Sagoth

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Edited By Baal_Sagoth

I think I'm going to abstain from reading this for now in hopes that there'll be a version I can check out for myself first. I'm still pretty excited to give this a shot should it pan out that way.

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golguin

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Edited By golguin

@Humanity said:

@patrickklepek: The art style is an integral part of the game though, and largely responsible for the divide of opinion about it. If he had chosen, literally any other art style, the game could have garnered a much wider audience. Whether it is furry art or not aside, I simply did not like the way it looked and was in fact so put off by the aesthetic that it stopped me from purchasing or giving it an honest try because deep down inside I knew it would distract me from the narrative. On the other hand, while a completely different genre Mark of the Ninja to me was very pleasing in the way it looked and animated. If Dust was about ninjas and mythical beasts as opposed to catlike anthromorphs I am certain a lot more people would have been willing to give it a shot - so it's just unfortunate that the art style he chose and prefers is one with a lot of negative connotation attached to it.

@MindChamber said:

@Forderz: not sure how you can say Fidget walks on her toes when shes always flying. Dust doesnt walk on his toes and neither do any of the other animals. They arent simply animals standing on their toes, They have fully human bodies Anyways Ill stop here, Napoleon Dynamite already deleted my other post, no point in having a friendly debate about it.

Animals with human like bodies is essentially what Disney's Robin Hood did.

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Humanity

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Edited By Humanity

@golguin: Without really sidetracking down that whole road of discussion we all know what type of art it is. You can very clearly see when something is just Disney type art and when its furry art. That whole Disney argument is pointless because no, it's not the same thing. When you play Epic Mickey you don't get the same sort of vibe as when you play Dust. But as Patrick said I don't want to turn this into a discussion about furry art - my main focus was that the art style plays a large role in the game and you can't just look past it and only talk of the story. Every game has some sort of wrapper which will define it and inevitably draw people in or push them away. Who knows, maybe Inversion actually has a really good story but since everyone, including the Bomb crew, took a huge shit on it because it looks like a very typical cover based shooter not a lot of people will ever know.

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Bollard

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Edited By Bollard

Great stuff Klepek.

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Sonofthanos

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Edited By Sonofthanos

After reading this........ I must finish this game.

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Shinri

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Edited By Shinri

@DeadSpace: You must not be paying much attention then, every article that mentions Dust has a comments section filled with people ripping on furries and Dodrill.

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last_targaryen

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Edited By last_targaryen

Bring this game to PC!

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MindChamber

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Edited By MindChamber

@golguin: yes though I never said Disney wasn't guilty of that. He Mentioned Don Bluth, who really kept his animals, animals. Though even Disney's anthromorphisized characters never felt fully human to me. Or completely sexualized. Fidget had breasts and big baby making hips, and thick human calves. I mean come on

http://www.youtube.com/watch?v=9vG7AaEPhWA

Disney played with this with their standing female animals, by indicating a fluff in the chest area and the bumps around the hips a 4 legged animal naturally gets when being made to stand on their hinds.. Fidget looks like a plumply lil girl in a costume. Same with Dust, he has a broad manly chest, as if he ripped off his shirt he'd have pecs, and abs complete with nipple rings.

Maybe thats why not a fan of most of Disney movies that involves heroic animals. At least when Looney tunes did it with Bugs Bunny in a dress, they KNEW what they were doing, they were being purposely weird with it,

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TheGreatPotato

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Edited By TheGreatPotato

@JohnstonThistle said:

I hate this game because of the stupid furry fandom designs. Seriously, the last thing I need to see in my video games is people dressed as animals having sex together.

This is possibly the most ignorant thing I've read all day. First thing is that it is not your video game and thus you have no real say in the design. Next is that they are not dressed as animals, but actually are. Finally, there is absolutely no sexual content in the game. All you are doing here is being an ignorant fool who gets upset at anthropomorphic designs because you believe every false stereotype you hear.

Back on topic, a Super Metroid styled horror game from the same hands as Dust? Count me in. I've decided to support all of Dodrill's games and especially hope for a sequel to Dust at some point in the future, but I'm willing to wait as long as it takes. You can't rush quality games.

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Edited By VargasPrime

This game is really good, and as Patrick says, the story goes to some pretty surprising places, and it's well-told in the process.

Anyone who writes the game off because of the character portraits is doing themselves a disservice.

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MindChamber

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Edited By MindChamber

@VargasPrime: I agree. on the same token though, Ive heard some pretty incredible lyrics in rap, more powerful than most pop music lyrics. but if you dont like rap, you dont like rap.

I will give this game a chance when I can get much cheaper.