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Letting the Dust settle: impressions of An Elysian Tail photo

Of all the upcoming indie games created with Microsoft's XNA tools, Dean Dodoril's Dust: An Elysian Tail is perhaps the best known. This is because a.) it's beautiful and b.) Dodoril's lupine protagonist (the eponymous Dust) provides easy fodder for furry jokes.

Last week, Dust was a part of Microsoft's Dream.Build.Play competition, competing against the best unreleased, XNA-created games out there for a chance at $40,000 (which Dodoril won handily). The six finalists were playable at PAX last week, and I had the good luck to spend a few hours Saturday morning checking them all out.

I started off with Dust, and the only reason I stopped is because I had five other games to play and a growing line behind me.

Let's be honest, here -- there's a reason that Dust won the Dream.Build.Play competition. Dean Dodoril's solo (!) project might not be as innovative as, say, Cadenza's Sol Survivor, but it's a highly-polished, intuitive side-scrolling brawler-cum-action RPG that will suck you in with its oil-slick combat and Muramasa-pretty visuals. The real news here, however, is that Dust represents the efforts of one dad and "roughly 6 months" of hard work.

I'm going to tackle the most obvious and eye-catching part of Dust -- its visuals -- first, so that I can move onto something more interesting. Dead Dodoril's hand-drawn animation is graceful and smooth (Dust's walking animation aside) and the colors are bright and vibrant. This attention to visual detail seems to stem from the fact that Dodoril is also working on a traditional animated film called -- wait for it -- Elysian Tail.

With that in mind, I'm a little concerned that Dust might just be a vehicle for Dodoril's multi-medium fantasy epic. In the half-hour segment that I played, most of the plot was delivered through some text-only interactions between Dust, his Miles Prower-inspired sidekick Fidget, and his talking sword Ahrah as they traipse through the world of Falana. What I've seen of the story seems to be a basic fantasy affair delivered rather blandly.

Dust's main draw, however, is the 2D platforming and brawling. The controls will be familiar to anyone who's ever played a modern action game: there's a light attack, a heavy attack, and a projectile, courtesy of Fidget. Holding the heavy attack creates an overly-useful spin attack that can be combined with Fidget's projectiles to create a missile swarm that easily dispatched everything I found in the first section.

The ostensible downside is that holding the spinning move too long will hurt you, but I never noticed. There's also a combo system that resets itself if you get hurt, but I never noticed that having much effect, either. Completing combos refills Fidget's power, but its main function seems to goad perfectionist gamers into digging into the minutiae of the game's combat mechanics, something to which Dodoril isn't opposed: "It was also important for me to create a game with options to allow players of any skill to have fun. I love hard games, but as a parent I sometimes want to take it easy, and it's a thrill to see my children have fun with my game. Of course, anyone who wants a real challenge will also be pleased."

In my experience, Dust differentiates between the slightest taps and button presses allowing the player to feel truly responsible for the combos and suggesting a nice learning curve for newcomers and veterans alike. Dust skirts a fine line between fluid combat and loosey-goosey button mashing, but I'm inclined to think that its combat might be tighter than a few hasty minutes would suggest.



The first section I played featured a few branching paths through the level, but with no power-ups, treasure, or hidden bonuses -- only endless waves of enemies -- there's little motivation to explore. There is, however, an RPG-lite leveling system and shops to buy healing items, so those branching paths may lead to some sort of currency that didn't make the cut into the Dream.Build.Play demo. Nevertheless, given the repetition inherent in the sidescrolling brawler genre, Dust threatens to get stale, but probably not until after you've enjoyed several hours killing some of the most beautifully rendered enemies in the most stunning, aesthetically stimulating fashion that XNA has to offer.

Dust: An Elysian Tail won the Dream.Build.Play and Xbox Live Indie Games People's Choice competitions and will be up for consideration for Xbox Live Arcade . In the meantime, no platform has been officially announced, but an Xbox Indie Games release seems probable.








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Joseph Leray is a founding Destructoid editor and has better hair than you. He speaks French and needs to send us his updated bio in English, preferably. Likes Confuse Ray, Feel My Blade A Mabari War Hound, Snot, Spiral Arrow, Argo, Dan Smith's critical hit bark, Rolling things up into my life Meet the rest of the team



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15 comments | showing # 1 to 15
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Cowboy TTop's Avatar - Comment posted on 09/16/2009 15:56
Cowboy TTop
Can't wait til this hits Live. This might be the game, to inspire me to create a game myself.
Neonie's Avatar - Comment posted on 09/16/2009 15:58
Neonie
Looking forward to this
Los255's Avatar - Comment posted on 09/16/2009 16:11
Los255
Looks gorgeous! Very Muramasa-esque, with alot going on at once. I liked the music in the beginning. It's definitely on my radar.
Xzyliac's Avatar - Comment posted on 09/16/2009 16:19
Xzyliac
Oh wow.
goodgamer77's Avatar - Comment posted on 09/16/2009 16:22
goodgamer77
It's like a sexy Bambi.
Brian Szabelski's Avatar - Comment posted on 09/16/2009 16:33
Brian Szabelski
Got to see it at PAX, and damn, did it look great in motion. Can't wait to get more time to play with it, though.
Holyetheline's Avatar - Comment posted on 09/16/2009 16:43
Holyetheline
Hopefully the game gets pumped up a bit before release. I want to enjoy more than a few hours with it.
Deretto's Avatar - Comment posted on 09/16/2009 16:48
Deretto
Do want.
Shadowiii's Avatar - Comment posted on 09/16/2009 16:53
Shadowiii
Looks good, but I'm just worried it could very easily be killed by shoddy gameplay mechanics. The fact you mentioned enemies don't drop items is disheartening to say the least. Killing waves of guys with no reward but XP can really become grating quite fast.
That being said, this game looks downright beautiful, and I want it now. Between this, Dishwasher, and I Made A Game with Zombies, I've really begun to respect the Xbox Indie Games. Seriously, best idea ever.
Zcdrike's Avatar - Comment posted on 09/16/2009 16:55
Zcdrike
My view on this game from the moment I first saw it in action was instantly biased based on one huge fact: I'm also a traditional paper and pencil animator. I will be first in line to support his projects with my money if he can make it play half as good as he's made it animate and look.

Semper Fi my animation brothers.
Turbofail's Avatar - Comment posted on 09/16/2009 18:43
Turbofail
My assumption is the graphics will be nice, the gameplay will be broken as shit.
Gatsby's Avatar - Comment posted on 09/16/2009 19:04
Gatsby
Since I have no Wii, I'm hoping this game pops onto Xbox Live Indie just so I can get a Murasama esque fix.
FalconReaper's Avatar - Comment posted on 09/16/2009 20:02
FalconReaper
"insert furry joke here", but in all serious this looks like pure concentrated, super fantastic awesomeness
WarZombie's Avatar - Comment posted on 09/16/2009 22:50
WarZombie
The fact that this is an Indie game makes it even more incredible. Those visuals look amazing, and the gameplay doesn't look too shabby either. Looks like MS's Indie Games channel might start to get some respect. As Shadowii pointed out, this, along with Dishwasher and I Made A Game With Zombies In It, is definitely pushing this entire idea forward. Looking forward to it's release and more titles like this from the Indie Games channel.
wh1terav3n's Avatar - Comment posted on 09/17/2009 11:17
wh1terav3n
@Gatsby It's made for XBL Indie or Arcade, probably not coming to wii.
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