![dusk horror enemy dusk horror enemy](https://horrorobsessive.com/wp-content/uploads/2019/09/ss_c8c61a6569a988783c8550f1d5334931e829cbce.1920x1080.jpg)
I basically just went nuts taking elements I liked from various 90s shooters and either referencing them or wholesale stealing them. The climbing powerup was partially informed by the Alien in AvP/ AvP2. Several levels take cues from Daikatana (yes really!). Like, the blood effects do the "particle arc" thing you see in older Lithtech games like Blood 2 and Shogo. My go-to answer is always "pick any game from about 1993 to 2001 and it's probably inspired Dusk in some way." Obviously all the big ones: Doom, Quake, Half-Life, Duke, Blood, etc., etc., etc.īut lesser-known ones also. I don't think it's the sort of thing that would work for every game but for Dusk, a game about getting back to basics and trimming the fat, it felt like an appropriate start. Just in a way that encourages them to immediately engage with the game instead of spending 15 minutes responding to onscreen tool tips. It is giving players a chance to warm up: it gets them familiar with the basic controls, movement speed, and enemy behavior. Provided they were on an appropriate difficult level and provided they have at least some basic knowledge of standard FPS controls, I don't think I've ever seen a player die there more than once or give up without getting past the first room. You have plenty of health and morale ( Dusk's version of armor) and room to kite enemies around, and even if you do end up dying once it's pretty obvious what you have to do the next time around. You get thrown into the deep end from moment one.īut it's sort of a fake deep end. Were you worried throwing monsters at the player immediately at game start?Īt first yeah, before we watched anyone play or got the game into players' hands.
#DUSK HORROR ENEMY FULL#
There are some must-haves for a twitch FPS here, with dual-wield pistols and shotguns aplenty, but each weapon feels useful and unique in its own way, with some secondary weapon modes that allow users to switch up how they play through certain sections.After years in development including a period in Early Access, Dusk finally hit full release a month ago. We talked to creator, programmer, level builder and game designer David Szymanski about this successful Quake homage. Szymanski explains his game in his words.
![dusk horror enemy dusk horror enemy](https://www.bit-tech.net/media/image/2018/12/518dc6a0-deb3-4b3d-b05d-016891f8fc72.jpg)
Part of what works best about Dusk is its care with regards to weapon design. Dusk builds well upon the key design choices of the classic FPS, and even slight tweaks such as giving players a hint when they have opened a new door makes things feel less obtuse than even the more playable examples of its heritage. Meanwhile, its enemy character models give nods to some of the best horror has to offer, a melange of terror and gore akin to Splatterhouse and the darkest days of the moral panic over video game violence.ĭwelling too much on the nostalgic elements of Dusk is perhaps doing a disservice to just how well the game works in the modern day, however.
![dusk horror enemy dusk horror enemy](https://assets.rockpapershotgun.com/images/2018/12/16_dusk.jpg)
Calling back to the likes of Blood and Hexen, Dusk has major occult imagery throughout, with dark magic and a plot that revolves around a mysterious, evil cult. Thematically, Dusk fits in very well with games of the era, too. To make it feel even more cosy for those who loved first-person shooters at their peak, Dusk also includes a spectacular metal soundtrack from Andrew Hulshult. Combat is fast and frenetic, with genre staples such as strafe-shooting bosses, swarming enemies, and exploding gibs. Related: Original DOOM Celebrates 25th Anniversaryįor its main gameplay, Dusk will be familiar to those who played Unreal or Quake in the heyday of the twitch shooter. Although its core frame is that of a 1990s first-person shooter, there are some clever design choices to subtly make it feel impressively modern, even with its old-school trappings. Quite simply, this title is much more than just a throwback to a bygone age of gaming. Dusk, however, brings back the high speed, reflex-based gameplay of yore.Įven better, Dusk does so in style. With a few notable exceptions, such as the fantastic return of DOOM in 2016, the FPS could feel genuinely sluggish in comparison to its spritely earlier form. The first-person shooter has changed a lot over the years, and 1990s classics like Quake look extremely different from slower-paced modern franchises such as Call of Duty.