![]() ![]() Blood sometimes bogged itself down in chasing detailed, tangible worlds with a sadistic twist and while it had great level design overall, sometimes the insistence on making it all feel like it took place in a realistic playspace meant the game couldn't play with its level design.ĭusk solves these problems and better yet - builds on them. While it still may have given Quake a unique, creepy feel no one is ever shocked when they learn it had a troubled development and was a mishmash of games that never were. Quake felt disjointed, but not intentionally so. Yet Dusk ends up being more coherent than Quake and more carefully thought out than Blood. From Quake, it takes the abstract mish-mash of worlds and the sense that you simply don't belong. From Blood it takes the mish-mash of horror iconography, cults, and it even has a cameo from Stephan Weyte, Caleb's voice actor. While Dusk certainly cribs from many others in that field, Quake and Blood feel like the biggest influences. A game that picked up where Quake and Blood left off. The game is not a mere love-letter to the shooters of yore. Found myself noticing things such as the way you can strafe jump up slopes. Started finding myself more and more immersed in the games atmosphere. My "meh" impressions of Episode 1 remained somewhat, but became more easily quelled as I started noticing details I hadn't before. As time went on I continued hearing more and more about subsequent episodes and decided to wait until the game was released and play it all in one big chunk. But nothing said to me "This can stand with the classics." It was all too. Those were my own impressions upon seeing the game and these initial impressions remained with me during my first crack at the games first episode in an earlier build. A game riving a wade of nostalgia for classic shooters that was sparked by the success of the 2016 Doom reboot. From the outside, Dusk will look to most like an imitator. ![]()
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