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Review: Dustforce

5:00 PM on 01.23.2012   |   Jason Cabral

Review: Dustforce photo

In recent years, the platform game has been coming back into style with releases such as Rayman Origins and Donkey Kong Country Returns catching the attention of gamers across the globe. But there have always been those certain platformers that test your reflexes and timing more than your standard Mario or Sonic fare. During the NES generation, titles like Ghosts’N Goblins or Castlevania demanded that you use all of your skills in order to succeed. Now it seems that the most challenging platformers have found a new home, on computers with games such as N and I Wanna Be the Guy.

Let me preface this: I have put countless hours into Demon’s Souls, Dark Souls, Ikaruga, Super Meat Boy, and a few titles in the Contra series, so I have a fair bit of practice with challenging games in a variety of genres. Dustforce, however, has tested my patience like no other but it has kept me coming back for more.

Dustforce (PC)
Publisher: Hitbox Team
Developer: Hitbox Team
Released: January 17, 2012
MSRP: $9.99

This is the first game from Hitbox Team, and it has had quite an interesting genesis. The original concept behind Dustforce was to create a 2D platforming game that challenged the player to master their character and the game mechanics. With this idea in mind and a well-made prototype in hand, Hitbox Team entered indiePub’s third Annual Independent Game Developer Competition and went on to win the $100,000 that helped to make Dustforce a reality.

In Dustforce, you play as one of four janitorial warriors looking to rid this world of all of the filth that seems to be not only cluttering up the place, but also infecting the wildlife and humans. Your job is to sweep this world clean, and to do so as stylishly as possible. These aren’t you average work-a-day blue collars, though; their skills in wall running, long jumping, and back flipping would even make the most seasoned parkour expert green with envy.

One thing that really makes Dustforce stand out from the crowd is its unique 2D art style. The hard-edged shadows and expressive animations really help provide a sense of character and charm that can’t be found in some huge triple-A titles. The characters pop out with their vibrant color schemes, in contrast to the more muted and cooler environments or set pieces. Their fluid animations show off the agility and dexterity of these sultans of sweeping, along with their own personality. The Blue and Red Janitors -- being the younger and more able-bodied of the group -- have a tendency to use fancier flips and twirls to traverse pits and enemies, whereas the grizzled and hard-nosed Green Janitor can’t be bothered with adding flash to his moves, so he lets his vacuum do all the hard work. 

It’s the small touches of detail and care put into Dustforce that really got my attention; not in just the characters and animations but also in the environments. One moment that sticks out the most for me was during a trek past a wooded area where it was quickly becoming dusk and I had made it into the caverns. As I explored further, running past old ruins and the helpful forest folk, I had found a lone tree at the bottom of a pit. Upon moving closer to inspect the tree, a small firefly started to buzz around and illuminate it. These are the little touches that add a sense of life and charm to your world.

At first, sweeping your way through four different environment types doesn’t sounds like a whole lot of variety, but the amount of visual diversity found in these levels, along with their intricate designs, gives the player varied avenues to explore. The Nexus, the game’s central hub, is the ultimate example of this. The Nexus seamlessly blends all of the visual themes found in the game into one large area for you to explore. Within the forest areas, you can find dry and windy mountain summits along with the rolling green hills filled with woodland creatures both big and small. The laboratory areas have you crossing a multitude of sections, from cold and sterile research facilities to the electrical hazards and angular hallways of the server rooms.

Dustforce’s audio work is some of the best I have heard from any indie developer. You can really hear the time and effort of Terence Lee in the phenomenal music and sound effects. Each level is accompanied by an entrancing score that helps to drive you forward. The ambient environmental and character sound effects flesh out this world and give it a sense of depth. There were times where I would start a new level and would be so engrossed by the music combined with the sounds of distant animals and the rustling of leaves that I would just stand there and take it all in. The music and visuals work hand-in-hand to deliver a unique and cohesive experience throughout the entire game.

Utilizing all of your dust-busting capabilities is the key to success in Dustforce. Right from the first tutorial, you are given access to the entire arsenal of moves for your character. You can run and climb on almost any surface, and while in mid-air can also perform either a second jump or a dash move. Your character also has two different attacks: one heavy, one light. Similar to the double jump and dash, heavy and light attacks have a wide variety of applications.

With light attacks, the player can strike the enemy multiple times in rapid succession, which is very useful for keeping quick enemies at bay. During long jumps over pits, when the player strikes an enemy in mid-air, they can jump immediately afterwards, allowing them to cheat death for at a least few minutes. Heavy attacks can deal more damage, especially to larger enemy types, but they leave the player vulnerable for a moment. Heavy attacks can also be used to knock the filth off an enemy and project it onto another surface, giving the player an opportunity to get a quick foothold and double jump to safety.

Sweeping up dust also fills up your Combo Gauge, and once full, the player can execute an Area Attack maneuver that will clean any surfaces or enemies in the vicinity. The Area Attack is also quite useful for dealing with a large amount of enemies that congregate at the end of most levels, and it gives players a nice way to cap off a level of difficult platforming with some slow-mo, anime-inspired destruction. Dustforce trims the fat when it comes to controls, keeping things simple and leaving the challenge to level designs.

In order to complete some of the more challenging levels found in Dustforce, a player must have perfect timing and quick reflexes in order to execute the proper moves in the proper order. There were many times when I had an amazing run -- didn’t miss a spot of dust, dodged all of the spike traps -- only to be greeted with an unexpected enemy that knocked out my combo. Thankfully, the controls are all very responsive, and alternate control schemes are supported. I tried Dustforce with both the standard keyboard controls and with a gamepad; I felt as if the latter gave me tighter control of my character.

The levels come in a variety of types to challenge different aspects of your platforming skills. You have your standard obstacle course type of level, where the player must run, jump, and dodge while cleaning up all the filth they find to reach the end. There are enemy challenge rooms, again the conceit is the same, but with so many obstacles in the way, players need to slow down and take their time in order to keep up their combo chain. There are also puzzle levels that offer a more methodical challenge. Most levels are complete when the last enemy is clean; what these puzzle levels offer is a small room with a lot of dust and only a few enemies. The challenge comes from figuring out a way to clean all surfaces and still clean that final enemy in time to complete the level with a full combo chain.

Another welcome feature is the Tome of Levels, which gives you access to each area’s unlocked levels for a quick sweeping session; it also displays your best rank and your current standings on the world leaderboards for all levels. On top of that, the Tome also allows you to view your own replays, as well as the replays of any player on the leaderboard. For those platforming gurus that can make it through the initial Dustforce levels without batting an eyelash, the developers have also included 16 special Gold rooms to test your skills. These are quite unforgiving, placing insane jump after insane jump that require pixel-perfect timing -- rooms such as these are truly reserved for the platforming elite.

But even with all of the different level types, Dustforce still sticks to its original, demanding level progression philosophy. In order to unlock more levels, players need to earn keys by getting a rank of S on Completion and Finesse. For Completion, the criteria needed for an S ranking is very clear: simply sweep up every piece of dirt in the level. Achieving an S ranking in Finesse is a much more challenging endeavor. Here, players need to keep their combo chain going from the first dust pile to the last filth-encrusted enemy while not getting hit or falling into pits of endless oblivion. This is one of my main issues with Dustforce.

The problem that I see with Dustforce’s level progression system is in the fact that it limits players on how much of the game they will get to experience. Those dedicated players who put in a lot of time and effort will be able to see everything that Dustforce has to offer, but where does that leave the casual player? They are relegated to playing only the initial levels of the game over and over again, in the hopes of reaching an S rank. Why place such a high goal for your players to reach so early, from literally the first level of the game?

The difficulty found in the levels is meticulously designed and balanced in order to challenge the player but to still make it fair and achievable. You could do the same for the level progression system. Instead of keys being given out at the S rank, you could bring the rank requirement down to having B or higher; this way you give players some wiggle room in case they get hit once or lose their combo. For S ranks you could give special keys to unlock even more challenging levels, rewarding those players who put the time and effort into perfecting their run and also giving new players something to try and strive for with a bit more practice. While I do appreciate the challenge that Dustforce offers its players, I find its lack of care for the less-skilled player disappointing.

During my preview article on Dustforce, I also mentioned that I experienced problems with the introduction animation shown at the beginning of the game along with dealing with a substantial number of in-game crashes. I attributed the video problems and crashes to the fact that I was running a preview build of the game. When I downloaded the full retail release of Dustforce, I began to experience the same issues. It didn’t take long for the Steam forums to fill up with threads of players having similar problems. For the first few days I couldn’t play Dustforce without it crashing four to five times a session. During the playthrough of only one level, the game crashed on me eight times in the span of 40 minutes. It made an already challenging game needlessly frustrating, but thankfully the most recent patch update has cleared up the random crashing issue that was plaguing the majority of players.

On top of its large single-player, a few multiplayer modes have been added to Dustforce. At the time of this review, only two modes were available, but Hitbox Team has stated that more modes will be available in the future. Multiplayer also gives players a chance to play from the other side of the filth. You can control one of four villains, based on the four types of junk you have been tackling throughout the game. Both modes are available at the start and allow up to four people to play together in King of the Hill and Survival.

King of the Hill is your standard capture and control point game type. Players fight to control one point in the given arena for an allotted amount of time and the first person to control five points wins the match. Survival mode is where chaos meets push-broom. This arena mode offers combat very similar to the Super Smash Bros. series in a lot of ways. Each player is given a set number of lives, with the objective to knock off of the competition ensuring that you are the last player standing. This mode can get frantic really quickly, especially on those arenas that offer more to worry about than just an endless pit of doom.

From the wide selection of arenas, you can tell that Hitbox Team put a lot of effort into Dustforce’s multiplayer components. In some games, multiplayer can feel like a last-minute, tacked-on addition, but with Dustforce the multiplayer is just as solid as the single-player. With more multiplayer modes coming in the future, along with a level editor, we could see the Dustforce community blow up with tons of user-created content for both single-player and multiplayer.

Dustforce isn’t a game for everyone. Rather, it’s a game geared toward the platforming elite, like those Jump Men and Jump Women who can breeze through Super Meat Boy in their sleep. But it still has a fair bit to offer those of us who enjoy unique visuals and audio work and the occasional return to a different style of play. Initially, Dustforce asks you to keep moving forward and to never stop. Frequently, however, I found myself slowing down or stopping to take in all that Dustforce has to show.

The visual design of a world that can transition from sprawling wilderness to a dusty mansion, then to a desolate mountain top and back to modern city just as seamlessly and naturally as the character's animations is something that doesn’t appear often in games. The music and ambient sounds meld together so well with the levels that it gives its world a larger sense of depth. The intricate and challenging level designs test players more so than your standard platformer, and with the developers adding in secret collectibles and more hidden areas in future updates, players will be searching for a long time to find them all. The world of Dustforce has a lot to offer aside from challenging platforming, and that’s where it shines for me. While the commitment needed in order to progress may be a tall order for some, the rewards are still worth it.

As I said at the beginning of this review, I have played a lot of challenging games in my time, but Dustforce is one that has asked more of me as a gamer than any other in recent memory. It asked me to refine my skills like no other, to sharpen my reflexes and timing until they were absolutely perfect. After all of that hard work, after all that time spent retrying and perfecting your cleaning run, your reward is the chance to do it all over again, but this time on an even harder level. If you’re looking for a challenge, look no further than this platforming gem.



Final Verdict:
8.5

Great: 8.5s are very impressive efforts in their *genre* with a few noticeable problems holding them back. Won't astound the most discerning players, but is worth everyone's time and cash.










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31 comments | showing # 1 to 31
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Mr Andy Dixon's Avatar - Comment posted on 01/23/2012 17:04
Mr Andy Dixon
SCORE OR IT DIDN'T HAPPEN
Chris Carter's Avatar - Comment posted on 01/23/2012 17:11
Chris Carter
Looks great - thanks!
OneRed's Avatar - Comment posted on 01/23/2012 17:15
OneRed
This game is near the top of my "do want" list for when I finally get my new laptop next month. Can't wait.
Theplayer131's Avatar - Comment posted on 01/23/2012 17:16
Theplayer131
One hate and a half eh? Seems legit.
Darren Nakamura's Avatar - Comment posted on 01/23/2012 17:29
Darren Nakamura
I bought this and tried playing it, but immediately decided that I need a game pad instead of using the keyboard. I won't touch it again until I buy myself one.
Paul Stone's Avatar - Comment posted on 01/23/2012 17:35
Paul Stone
I'm one of the poor suckers who's been hit with massive performance issues, ranging from a 1-2fps opening cinematic to framerates as low as 10fps during gameplay. Thankfully the crashes are quickly being dealt with, and I'm crossing my fingers that the performance issues will all be sorted soon.

Besides that, the game is great fun. I've gotta agree with Jason in regards to the difficulty though; as a person who loves platformers but isn't necessarily that good at them, I can safely say I'll never see more than half of the game's content, and that's if I'm lucky. I hope they add a lower difficulty later down the road.
exnihlo's Avatar - Comment posted on 01/23/2012 17:36
exnihlo
If you can't double S the first two open levels in the different areas you will never like this game reguardless of what the level progression system is. Can't just one freaking game not cater to the lowest common denominator when it comes to difficulty and not get dinged for it in a review? If you can't double S a level, believe me, you're not ready for the challenge of the harder levels! In the end I think allowing players to advance more easily to the harder levels is wasting their time and causing undue frustration. Grind the already unlocked levels till your good enough to progress. If you're never good enough I'm sorry. If you max out your skill and patients on the open levels you're never going to enjoy the other levels even if they were all unlocked. Let a game be hard and the people who enjoy it being so enjoy it. Its so much more satisfying to me to finaly double S a level knowing that as a reward I get to play another level. Why should I lose that because someone else sucks or just doesn't want to put the time into succeeding? The games level progression is not friendly towards the causal player because this is not a causal game. What's wrong with that exactly? Seriously, most reviews I've read have criticized this game on its level progression even while praising it on its challenge. Wtf?!
XHOLLYWOOD18's Avatar - Comment posted on 01/23/2012 17:37
XHOLLYWOOD18
Fantastic game, really wish the frame rate issues were sorted out though.
ZaxCG2's Avatar - Comment posted on 01/23/2012 17:37
ZaxCG2
This game has changed my life... as in, its the first indie game I've sank 2 whole days into and still haven't gotten close to beating all of it... as in, I'm very behind on my schoolwork now.
exnihlo's Avatar - Comment posted on 01/23/2012 17:38
exnihlo
If you can't double S the first two open levels in the different areas you will never like this game reguardless of what the level progression system is. Can't just one freaking game not cater to the lowest common denominator when it comes to difficulty and not get dinged for it in a review? If you can't double S a level, believe me, you're not ready for the challenge of the harder levels! In the end I think allowing players to advance more easily to the harder levels is wasting their time and causing undue frustration. Grind the already unlocked levels till your good enough to progress. If you're never good enough I'm sorry. If you max out your skill and patients on the open levels you're never going to enjoy the other levels even if they were all unlocked. Let a game be hard and the people who enjoy it being so enjoy it. Its so much more satisfying to me to finaly double S a level knowing that as a reward I get to play another level. Why should I lose that because someone else sucks or just doesn't want to put the time into succeeding? The games level progression is not friendly towards the causal player because this is not a causal game. What's wrong with that exactly? Seriously, most reviews I've read have criticized this game on its level progression even while praising it on its challenge. Wtf?!
Chris Carter's Avatar - Comment posted on 01/23/2012 17:54
Chris Carter
@Darren
I still don't get how you haven't gotten one all this time, in-between all the complaints you have about using a keyboard on the PC in other topics! :D

Get Joy2Key for free.

Use a 360 wired controller. Get a dongle for the 360 wireless controller. Get a $10 used Gamestop 360 wired controller. Hook up a Wii-Mote pretty easily through bluetooth. Get a $5 shipped PS2 adapter to hook up a PS2 controller (the cheapest dongle). Get any other adapter you want, from NES to Gamecube.

Any controller you want on your PC - there are hundreds of avenues to do it. If you've never used a gamepad on a PC game before all this time, I feel terrible for you!
Natural 20's Avatar - Comment posted on 01/23/2012 18:44
Natural 20
Fun fact, if Destructoid's review policy is consistent, the Dustforce should get a 2 for the crash issues on launch, based on the penalty that I believe Black Ops received for the same thing. (Both were patched within days)

Regardless, good review, find myself agreeing with most of it. It's weird, but I feel like I've failed if I don't SS a level. I'm not sure if that contributes or takes away from the fun of the game. I can see certain people really not enjoying that though.
Corduroy Turtle's Avatar - Comment posted on 01/23/2012 18:48
Corduroy Turtle
I played the demo recently and am patiently awaiting the Mac build. So good.
Blue Laguna's Avatar - Comment posted on 01/23/2012 18:51
Blue Laguna
@exnihlo

u mad bro? seriously though that's an asinine way of thinking. what is the point of a ranking system if S is the minimum to advance anyway? its totally fair to ding marks for poor design.
Flamingboar's Avatar - Comment posted on 01/23/2012 20:10
Flamingboar
I had to buy this as soon as I saw it because I am a night shift janitor. Finally we get a game of our own! Too bad I suck at it, but it is still fun to play.
JynxShot's Avatar - Comment posted on 01/23/2012 20:21
JynxShot
Wholeheartedly agree with this review. The game has been an absolute joy since it came out last week, but even with a gamepad I'm getting A/S or S/A ranks and because I can't quite nail a few things, I'm stuck in the first levels. Beyond that, it's a thrilling timesink. Best platformer since Super Meat Boy for me.
Wedge's Avatar - Comment posted on 01/23/2012 20:28
Wedge
Even though I personally don't have trouble SSing most of the levels in a game like this, I do agree the devs should have toned it down and still allowed some slight degree of leniency with the level unlocking. That aside, the game is freaking amazing, and I've been lucky to not really have any performance issues. Seems like the devs are on top of trying to get everything patched, and will be having more content coming too!
EKGProd's Avatar - Comment posted on 01/23/2012 22:13
EKGProd
Honestly, I am really, really, really getting sick and tired of 2D platformers...We get it, developers, they are easy and cheap to make. We get it. We really, really get it. However, you don't seem to get that we have been playing 2D Platformers for 30 or so years.

And very, very little has changed with them in that time. So continuing to fart them out at this pace is really just tiring. So, here's a thought, why not make a 3D platformer? Ya know, since they have only been around for about 15 or so years, and very few are being made today.

There is still a heck of a lot of room for improvement and innovation in the 3D Platformer genre. However, the 2D one has been drained dry. There are only so many 2D platformers one can take, especially since they are all essentially the same. Any generic description can explain pretty much all of them.

"Indie and low budget, this quirky 2D platformer has a gimmick or two, and interesting art style, and a main character who has a wacky look or back story. Come and enjoy this 3 and a half hour long adventure where very little variety and increasing difficulty culminates into a generic me-too game we've all seen a dozen billion times already!"

Enough with the 2D Platformers! Jeez I've been gaming for over 25 years and I'm sick of em'.

Possible replies to this comment-

"Derp if you're sick of them then don't buy them derp"
"Derp yeah cause there's lots of variety's in shooters derp"
"Go back to Call of Duty and leave us real gamers alone derp"
"3D Platformers are terrible hence they don't exist anymore derp"
"I once carefully inserted a Luke Skywalker action figure in my bum to see whether or not in would give me ass Jedi Powers. Turns out, no."
Jinx 01's Avatar - Comment posted on 01/23/2012 22:46
Jinx 01
@EKGProd:

A lot of new 2D platformers make heavy use physics and other effects that the Genesis or SNES couldn't possibly handle. So they have evolved in terms of gameplay, not just visuals. Trine, Capsized, NyxQuest, And Yet It Moves, and others are quite different from the 2D games of the 8 and 16 bit era. And I'm not sure if you've seen videos of Trine 2, but it hardly looks like a budget title. The upcoming game Vessel looks pretty clever, too, with a lot of water-physics puzzles. And what about a game like Terraria? It looks like a simple 2D platformer on the surface, but it's soooooo much more.

I definitely DO want to see more 3D platformers, though. I just don't think 2D is completely played out. And many 3D platformers evolved from IPs or ideas in 2D platformers. Maybe the 2D platformers of today will spawn the 3D platformers of tomorrow? I know I would totally splooge over a 3D version of Trine O_O
Jinx 01's Avatar - Comment posted on 01/23/2012 22:51
Jinx 01
Considering I found Super Meat Boy's difficulty very un-fun, I think I'll have to give this game a pass. Also, I'm not the kind of person that cares about getting a high score. If I make it from point A to point B I'm happy. I'm probably not going to run back to collect some stupid coins/rings/widgets, or to get a better time. I'm already on to the next stage.
masterkartridge's Avatar - Comment posted on 01/24/2012 02:38
masterkartridge
I have been enjoying Dustforce for days. It really does push you to do better. I can't recommend it enough.
Azzurus's Avatar - Comment posted on 01/24/2012 02:50
Azzurus
I suck at Dustforce, but I love it so much. Fantastic little game.
Heroman's Avatar - Comment posted on 01/24/2012 08:33
Heroman
If you liked Super Meat Boy, this game will be a 10/10 for you, without a doubt. Literally, no doubt whatsoever. There are no other games coming out this year that will hold a candle to this stellar title.
wkpsrk's Avatar - Comment posted on 01/24/2012 09:33
wkpsrk
@EKG:
How about playing some of them before dismissing them altogether? It's quite obvious that you never touched Dustforce, there's not other 2D platformer like it.
Godwhacker's Avatar - Comment posted on 01/24/2012 11:20
Godwhacker
I've only got a keyboard and I have to say the controls are a bit sticky. Sometimes your character will do what you want, other times they won't, and it's hard to be sure if it's your fault or the game's fault.

As such, having to get a Double-S rank to proceed is a complete pain. Even in the early levels there are places where the most technical sections are surrounded by instant-kill spikes. It seems like you have to become an expert in the game just to get past level 4, but getting to be an expert means a lot of grinding. Compare with Super Meat Boy or VVVVVV- stupidly hard at times, but you always felt like you were slowly improving as the game went on.

This game has a vertical difficulty curve. You can at least view other people's replays to see how they did it, but knowing what the do and executing it are different things. As it stands, i'd give it a 6 or a 7. If they could tighten up the controls and add some more levels at the start to ramp up the difficultly slower, it'd be an 8 or 9.
Johnny Justice's Avatar - Comment posted on 01/24/2012 20:56
Johnny Justice
EKGProd: You know, the majority of these 2D platformers are made by small indie studios, right? 3D platformers require a lot more resources, hence why it's large studios who make them. If you want more 3D platformers, you complaints should actually be geared towards the people making all the fps's. Derp
EToaster's Avatar - Comment posted on 01/25/2012 09:05
EToaster
I've been playing this a ton over the last few days, and I love it. Even when I spent 4 hours trying to S/S a gold level last night, I still loved it (though I never want to see that level again). I've been playing on keyboard, and the controls seemed a little confusing at first, but after a little bit, I had a solid handle on them, and my character does what I intend pretty much all the time.

It helps to understand how the dashing mechanic works, as it's not immediately obvious. If you start running from a standstill, there's an acceleration time. Dashing puts you at your max speed immediately, so it's useful for that. Also when you land from a jump you slow down, so dash then. If you accelerate beyond your max run speed, say from sliding down a slope, dashing can maintain that velocity for longer if you spam it. Other than that, there's no point to mashing dash all the time, so don't bother. One other thing that might not be obvious is that you can dash down in the air to reach the ground much faster, and doing it onto a slope gives you extra speed as well.
Smo5000's Avatar - Comment posted on 01/26/2012 13:58
Smo5000
@ekgprod
Ooh, you already know the intelligent replies to your amazingly stupid comment, good show.
Shath's Avatar - Comment posted on 01/29/2012 19:58
Shath
@godwhacker

the controls are perfect.. each gold level you play forces you to learn something new and deep about the controls, if your doing something you didn't want to do then your doing it wrong, you will realise this the more you play the game.

amazingly deep and rewarding game. can be frustrating (but that only last the time that it takes to start the level again, which if you have played it is about half a second)

Love it :)
mmxii's Avatar - Comment posted on 02/13/2012 17:15
mmxii
In today's flood of 3d games I'am always glad to find a 2d game. I don't know why, but they seem more cool to me. Thank you for the review. Raze 2
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