Games of 2011: From Dust
Heaven sent.
It's Nottingham, the end of a crisp autumn day, and Eric Chahi's smile is as bright as the late October sun - although his is a face that seems reluctant to ever frown.
His eyes are permanently smiling and a playful grin is always ready to flicker across his features. His hair rinsed a blue that matches the shade of his suede shoes, he's delighting in the reactions of those sampling his own take on molecular gastronomy at this year's GameCity. It's another of Eric's many interests, and in the luminescent desserts and stereoscopic starters there's a combination of playfulness, curiosity and eccentricity that'll be familiar to anyone who's played his games.
When Heart of Darkness finally came out in 1998, six troubled years on from the game that made Chahi's name, it perhaps shouldn't be have come as a surprise that his next game was well over a decade away, that this talent would be lost to videogames for thirteen years.
It helped infuse his return, coming at the end of an Ubisoft E3 conference that until Mr. Caffeine pooped on our toothpaste earlier this year was one of the French company's most bizarre, with a certain mysticism. Sitting in on one of the show's demos, it was a mysticism amplified by Chahi's whispered presentations, roomfuls of people who had been beaten into submission by being drilled in the gameplay pillars of that year's new class of shooters now struggling to understand his gentle, splintered English, and struggling to comprehend this strange new game.
1/7 From Dust opens up later on; Emergence, as the name suggests, is an brilliant piece of emergent play.
A self-confessed spiritual successor to Populous, From Dust is a god game infused with a spirituality very much its own. While it's still essentially about capturing villages, shepherding villagers and conquering the elements, From Dust's god is a far more playful one than any of its predecessors. Even the Breath, the on-screen pointer through which the player's actions are directed, is a spirited thing, dancing around with all the energy of a dog chasing its own tail.
And what the Breath enables escalates that spirit of play to giddy heights. With this tool at your fingertips, you can lift oceans, dirt and lava in thick, gloopy globes which can then be deposited at your will, painting entire landscapes in the process. It's a digital retelling of a toddler's afternoon at the seaside, where tiny hands sculpt castles, mountains, lakes and eddies out of sand - only here the child is promoted to a benevolent deity, playing with a land at its very genesis.
There's a rhythm, both in the rise and fall of the tides that lap against small shores and in the soft silting of sand as you let it rush down a mountainside, that's soothing. You're playing as an all-powerful god, though From Dust's more likely to transport you back to childhood, marveling at the cool tickle of damp sand running between your fingers.
For a game that's obsessed with play, and one that turns the dawn of creation into one large and very well stocked sandbox, From Dust can still be a demanding and sometimes stressful experience, especially in later levels. Nature's a volatile toy, and in From Dust it's always one step ahead of you, always ready to crush your sandcastles with one cruel tidal wave. It makes for a strangely humbling game, one that empowers you while reminding you of your own fragility at the very same time.
From Dust's theme and its mechanics invite lofty conjecture, yet its genius is how it always returns to the same core concept; it's about play, unadulterated. It's a purity that's rare to see outside of the indie scene - or outside of Nintendo - and in its meshed together with a high concept to make it's the kind of game that only an outsider could create.
The 13-year distance between Chahi and the industry is responsible for a blissful ignorance of the gaming zeitgeist - there's no XP system, no auto-posting to Facebook or Twitter of how many villagers you've saved or mountains you've conjured - that lends it a timeless nature, and makes it feel like a very singular vision.
Chahi spent those 13 years in an exile in which he indulged his curiosities, developing an interest in volcanology that's explicitly transferred to From Dust. It's not the only one that makes itself known in the game.
There's an ebb and flow to From Dust's play that perfectly matches its theme.
Playing From Dust is like spending an afternoon lost in conversation with this enthusiastic autodidact, pushing you towards its other influences; Koyaanisqatsi, the paintings of Zdislaw Beksinski or John Conway's Game of Life, the 1970 mathematical model and the archetypal god game.
To credit From Dust entirely to Chahi is to do disservice to the team at Ubisoft Montpeillier that helped bring his vision to life, but even though it's told from a thousand's arm lengths it's a very personal experience. There's the same sense of play, of a hundred profound ideas I'll never fully understand delivered with a smile and of a little eccentricity that you get if you're ever lucky enough to meet Chahi himself.
And it's a game that Chahi seemed to enjoy making as much as we've enjoyed playing it. Now that the industry has broadened to allow for something so esoteric it seems that he's more welcome, less likely to be burnt by an experience such as Heart of Darkness. He's ruled out a sequel to From Dust, but is already at work on a new game, suggesting that he's going to stick around a little longer - and it's absolutely wonderful to have him back.
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Comments (38) Latest comment 5 months ago
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I think that is a little unfair on poo.
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Also, it was a strategy game perfectly tailored for console controls, which is a fair achievement in itself.
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Also, Chahi is such an endearing person.
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Certainly it was a refreshing change to the current libraries, and was worth experiencing as a title in 2011.
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it never really blew me away, and it somehow managed to leave me wanting, from one level to the next, though i could never really put my finger on what.
either way, more people like Eric Chahi in the industry can only be a good thing; i'm always happy to support left-field offerings like this with a purchase.
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The maps were too small though, within 20 minutes you would be stuck on the edges or the camera would not go any higher on top of your mountain.
It's a great tech demo for a true successor to populous the beginning. This begs to be put on a spherical world without borders.
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More importantly, From Dust to me fell in the trap many XBLA games fall into (I also said something similar in the Bastion comments); it was either not elaborate enough, or not focused enough. NB it could be that this was resolved in the later levels, I got bored before I was probably halfway, so my apologies if the next example was just due to the tutorial levels not being paced well enough.
In a puzzle game, once you understand how to solve a certain puzzle, you should be able to immediately apply that solution. In From Dust however, you had to for instance laboriously suck away water and drop it somewhere else, which felt like it was stalling you in applying the solution. This is okay if the game world is highly interconnected and things happen while you are sucking away the water that further complicates the puzzle, or something like that (i.e. being more elaborate). But that didn't seem to happen here, the simple solution was just taking to long.
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I checked my recent history, It tells me I don't like Bastion and From Dust. Soit.
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A more sedate, cerebral game where you had to nurture the gameworld to create a more fertile land, with the villagers evolving from tough Stone Age savages to rural farmers as you went, would have been a much better use of the technology. Instead of The Settlers: God Version, we got Command & Conquer: Natural Disasters Edition.
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Did you get fired as a reviewer?
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they guy is just discussing with all of us about the game, not enjoyng a pissing contest like you seem to do.
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I was only asking... why so sensitive?
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All in all, I am glad I played it and would recommend it to anyone who is interested in the concept, but there could be done more with it no doubt.
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or maybe I'm just too sensible due to the festivities.
By the way, From Dust was a big disappointment for me. I loved the idea but the controls were so terrible that I didn't even have most of the issues others are complaining here. I was mostly unable to play the game to even notice.
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It's not really down to the game though, other stuff just came along. The nice thing about FD though is that I know there will come a time when I just want to chill and play a nice relaxing game, then I will fire this up.
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I think I ended up giving up on one of the levels near the end - in a giant volcano crater with random lava flows and occasional rain storms flooding the whole thing, meant that I lasted a total of 60 seconds before having my entire collection of villagers burnt/drowned/whatever. So I gave up.
I'd go back to it and try and finish it at some point, I just cant see when that will be with so many other good games on the go at the moment.
Still, looking forward to his next game
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It was the same with Child of Eden, the game was Monkey Shit but praised to high heaven by the gaming press just because their buddy Tetsuya Mizuguchi created it.
Today's gaming press can't be taken seriously at all, 9's and 10's are given out like a judge giving out sentences. They are far too frequent.
I personally wouldn't trust gaming journalists with a barge pole. I make up my own mind on what's good and what's not.
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It wasn't a random attack it was a question, you dumb fuck. The random attack comes next.
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