I
was born in the early 1990s, a decade in PC gaming which was the
formative, some might say golden age for one mighty
genre: the first-person shooter. As well as essential, landmark
titles like Doom, Duke Nukem
3D, Quake and Half-Life, we
had Wolfenstein, Blake Stone, Unreal, Rise
of the Triad, Shadow Warrior, Heretic and Blood (a
personal favourite). While the FPS genre is far from dead, as
internet connections improved and the gaming industry grew like Tetsuo Shima into a corpulent, disgusting colossus of greed, it
transformed dramatically, with the Halo and Call of
Duty franchises pushing gaming into a lucrative new chapter of
online multiplayer, where international Fortnite tournaments
turn kids into millionaires.
Having
the complicated relationship with social interaction that I do, the
move in the zeitgeist from single-player towards multiplayer was
extremely unwelcome. Playing by yourself or playing with others is
often what divides the medium between art and sport, and while there
is of course nothing wrong with sport, I’ve always been more of a
fan of what feelings games can provide beyond the thrill of mere
challenge. What I loved about those games of the 90s was the
incredible settings and atmospheres that they created; often
frightening, like Doom’s flickering corridors, or at
least incredibly moody, like Duke 3D’s seedy urban pastiches.
But I also liked the absurdity of the action in those games –
tearing around at 100mph blasting rockets at monstrous foes as they
explode into giblets by the dozens. They were often a perfect blend
of psychotic fun and clever craftsmanship.
But
though it might sound like I’ve been lamenting the changing of the
seasons in the evolution of first-person shooters, we also happen to
be living in an age where nostalgia still holds tremendous cultural
power, and the age of the frantic, bloodthirsty shooter is having a
bit of a renaissance. Bethesda’s Doom has been
rebooted into a successful rework of its run-and-gun
mechanics, Blood has been officially re-released for
modern PCs, and just recently Ion Storm, formerly
Ion Maiden, is the first game to use Duke Nukem’s still-excellent
Build engine in twenty years. One game in particular, though, proved
to be even better than I expected from a nostalgia-tickling tribute
to the shooters of yore. New Blood Interactive’s Dusk could
easily have been a simple retread of the same old concepts –
running, shooting, red keys, blue keys, etc. But having only just
finally gotten around to playing and finishing it, it was a delight
to realise that Dusk is an exceptionally well-made,
effective and memorable game in its own right.
The
game follows the old familiar format of the Doom era
of gaming – three episodes, each with a dozen or so levels with the
objective of getting from the beginning to the end. Despite this
point-A-to-point-B format, the levels aren’t exactly linear,
folding over themselves through shortcuts and passages and their
progression being structured via having to find coloured keys that
correspond to coloured doors. With its concept being the most basic
of basics, this leaves a lot of possibilities that can be hung on
this basic skeleton, and the levels have a lot of variety in how they
transpire. As you explore around, looking for keys, items, and of
course secret places, the rush of the gun battles is supported by the
wonder and curiosity of discovery that all exploration-based games
seek to satisfy.
And
that’s another factor common to these games that has been somewhat
lost to time: level design. Since the proliferation of open worlds as
the default template for most modern games, when was the last time
anyone talked about level design, or even the concept of levels in
general? With the level-by-level structure, each segment of the game
becomes an insular creation following the vision of its (often)
singular designer. Each level has its own character or conceit that
makes it particularly memorable, whether it’s the tentative
‘realism’ of the farms and factories, or the dark and dingy
castles and labyrinths, or the levels where space and logic are
warped like an Escher sketch, there is so much careful thought put
into the environments you go blasting through that you’re compelled
to carry on if only to see what happens next. I was so entertained to
see what new challenge awaited behind each door, or what abomination
lay at the bottom of every pit I was nervous of dropping into, or in
the traps, surprises, and insane boss fights that kept me on my toes
whenever they burst into motion. As the game carries forward into the final episode, its creativity soars and the last stretch has such a wonderful succession of twists and turns that take it above and beyond its simple retro-shooter conceit.
The
soundtrack, by the maestro Andrew Hulshult, helps a lot in cementing
the tone. Unlike in the olden days when there was often one track per
level, the music in Dusk is extremely dynamic,
lulling into tense synth pieces for the ‘quieter’ moments and
erupting into industrial, distortion-soaked mayhem whenever a
particularly dense battleground has been entered. In fact, playing this game with headphones is a must as the sound
design as a whole is completely perfect, both in the mechanical
sense, where you rely on the sounds of your enemies to judge their
distance, actions, and mortality, and in the purely aesthetic sense,
where the sounds of an incoming creature in a particularly dim area
can sometimes reach pant-shittening levels of tension. One of my
favourite monster designs is the wendigo, a fast, antlered demon
thing that aside from its pants and grunts is completely
invisible until the moment you shoot it and it appears with
a sudden musical sting, providing many an ‘oh-shit’ moment from
its introduction onward.
There’s
so much to love about the creativity employed in the game, taking
inspiration from all the aforementioned 90s classics and fusing the
best bits into its DNA. There’s even a powerup that replicates the
entire concept of 2016’s Superhot, slowing time to
bullet-dodging pace where the enemies only move when you move. I also
like the Crystals of Madness, glowing rocks that you smash on the
ground which cause the enemies to start attacking each other,
strategic in a lot of ways but mainly just a shitload of fun. There’s
also a strange sense of humour throughout, with every level providing
a piece of soap somewhere on the map that can be thrown to kill any
enemy in one hit, including bosses. And while references to old
titles are naturally abound, the game doesn’t wallow so much in the
past that it can’t be enjoyed by someone who hasn’t played the
plethora of titles that this game bites off of, which is always
welcome in a nostalgia-fuelled project such as this one.
But
the thing I liked most about Dusk is probably its
application of one of my favourite tools of the artistic trade
– horror. I was surprised that Dusk turned
out to be one of the scariest new games I’ve played in a long time.
Much has been written on the classic survival horror games and the
modern run-and-hide games such as Amnesia that much
of their horror comes from the player’s comparative weakness, such
as how in Silent Hill 2 the player is slow and
inaccurate, fighting with planks, pipes and guns with limited ammo.
What’s so interesting about Dusk is how it somehow
brings you a riveting power fantasy, slaughtering foes with an absurd
amount of speed and ferocity, yet manages to retain intense moments
of serious fear. Through a combination of the ghastly sounds,
freakish low-poly enemy design, and meticulous level curation that
remains one step ahead of your expectations, Dusk is
as much a horror game as it is a jet-fuelled murder marathon, with
some sections in the later levels leaving me wincing with
apprehension in a way usually reserved for overtly ‘scary’
titles.
I
love Dusk as a faithful reimagining of some of my
favourite games from my childhood, but even if you’ve never taken a
ride on that train, if you have any interest in either high-octane
action or tenebrous atmosphere I highly recommend that you play it.
Coming in at maybe nine or ten hours from start to finish (for me, at
least), Dusk comes from a tradition of sharp,
focused gaming experiences where pure, visceral fun is its top
priority. Simple yet vivid, puerile yet frightening, mindless yet
particularly clever, it brings me immeasurable joy to see devoted
fans of a specific period look back to the gaming elements that have
stayed with us for decades and bring them into the modern age with an
originally unoriginal work that has a personality all of its own.
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