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.

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.

Comments (38) Latest comment 5 months ago

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  • Squidgywidgywoo #1 5 months ago

    I think I must be the only person that thought From Dust was a bit poo.
  • Bahumet #2 5 months ago

  • 00.00.01 #3 5 months ago

    Have tried the demo a few times but I don't get that God-feeling. It's a nice game though and it looks ok, but the music in the demo is doing my head in.
  • jogyourmind #4 5 months ago

    @Squidgywidgywoo

    I think that is a little unfair on poo.
    Edited by jogyourmind at 28/12/11 @ 17:46
  • SHPanda #5 5 months ago

    It's a great game, it's Lemmings for the modern day, with some neat little physics in there too.
  • Mike1980 #6 5 months ago

    Is the PC version still Bad or did they fix it?
  • oupe #7 5 months ago

    Bought this. Don't like it at all.
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #8 5 months ago

    It's a God game where you get proper godlike powers and doesn't distract itself with making you do stuff that your people can do by themselves. It always aggrieved me that the people in Black and White couldn't build their own damn houses, for example, and there was none of that here.

    Also, it was a strategy game perfectly tailored for console controls, which is a fair achievement in itself.
  • DrStrangelove #9 5 months ago

    It didn't blow my mind, but it's certainly a beautiful and interesting game and I'm glad I played it.

    Also, Chahi is such an endearing person.
  • miiiguel #10 5 months ago

    @oupe: it seems you don't like most games. Or maybe I happened to read all your "don't like" posts...
  • Mister-Wario #11 5 months ago

    I've played the demo and I quite like what I've seen.
  • ShiftyGeezer #12 5 months ago

    From Dust was an awesome tech demo of what is possible, but clearly it wasn't a full game, or even finished. There were aspects like animals that didn't do anything, and one creature listed never even made an appearance. The people themselves ambled around uselessly, without the requirement of a true god game of contributing prayers to power or harvesting resources or whatnot. Still, with 500k copies sold I'm very hopeful it'll be evolved into a full next-gen Populous game. The underlying environment mechanics were awesome, and there was lots of play-time in messing with ones own challenges trying to divert the course of a river and the like. The style was also awesome, with the aboriginal art.

    Certainly it was a refreshing change to the current libraries, and was worth experiencing as a title in 2011.
  • butler` #13 5 months ago

    it is just a good game, for better or worse.

    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.
  • SvennoJ #14 5 months ago

    I agree with ShiftyGeezer. It was more fun to build lakes and mountains by diverting water and lava then to do the actual lemming like puzzles.
    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.
  • Hellion83 #15 5 months ago

    Post deleted at 20:12:17 01-02-2012
  • spekkeh #16 5 months ago

    @Squidgywidgywoo
    I think I must be the only person that thought From Dust was a bit poo.
    Judging by the comments, it seems more like general consensus. Chahi's absence from gaming may have led to an endearing obliviousness to current gaming conventions, the contemporary outlook also changed in that games are no longer considered fun just for being there and doing something novel. I felt little incentive to get my guys to safety.

    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.
  • oupe #17 5 months ago

    @miiiguel
    I checked my recent history, It tells me I don't like Bastion and From Dust. Soit.
  • brseg #18 5 months ago

    This was in Gametrailers top 10 most disappointing games of the year list... bit of a marmite game I guess.
  • GuitarWolf #19 5 months ago

    This was one of my disappointments of the year. I thought that I would be able to change the environments much more than what was possible in the game
    Edited by GuitarWolf at 28/12/11 @ 16:09
  • ShiftyGeezer #20 5 months ago

    @spekkeh : Well, the demo didn't do the game justice as the latter levels got quite complicated. It wasn't just a puzzle game either, but also 'arcadey' in needing good realtime pointer control to bail water or place collect and place substances in time. It had elements of a touch game, I think, designed with the emphasis more on executing the tasks more on selecting the right solution. More a game of dexterity than strategy. Maybe half and half.
  • DanWhitehead #21 5 months ago

    My big problem with From Dust is that the game felt at odds with itself. The action of moving and moulding the landscape is inherently relaxing, but the gameplay was driven by these constant frantic against-the-clock struggles to protect the villages from floods/volcanos/whatever. The granular nature of the gameworld meant that it became a question of constantly spinning plates to stay ahead, and the awful pathfinding of the villagers meant that failure was often frustratingly out of your hands.

    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.
  • ShiftyGeezer #22 5 months ago

    @DanWhitehead : I agree that they should have aimed more for the Settlers (original, before they grew it into an RTS), which had a beautifully relaxing atmosphere even within its competition against foes. The ideal From Dust evolution in my mind would see the player needing to care for the settlers, and the settlers feeding back to the player, perhaps in prayers leading to abilities and 'mana' to pay for using abilities against rivals or somesuch. Only on a sedate level.
  • jogyourmind #23 5 months ago

    @DanWhitehead

    Did you get fired as a reviewer?
  • dean0null #24 5 months ago

    From Dust sucked, but it was beautiful which made it even harder to take. They should have added a lot to it. Instead they released it bare bones.
  • uomoartificiale #25 5 months ago

    @jogyourmind jeez, what a douche...
    they guy is just discussing with all of us about the game, not enjoyng a pissing contest like you seem to do.
  • jogyourmind #26 5 months ago

    @uomoartificiale

    I was only asking... why so sensitive?
  • UncleLou #27 5 months ago

    Bit of a mixed bag, I thought the concept (and the artstyle) were fantastic, and some of the levels were extremely impressive and fun to play (the early one with the tsunami for example), but other levels were a bit of a chore. I liked the short, simple levels more than the later ones where I thought they introduced too many gameplay mechanics that were tedious.

    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.
  • uomoartificiale #28 5 months ago

    @jogyourmind because I'm sure you're nice guy and all, but you dropped in a conversation with a random attack to a random person because, you know, the internet. Eurogamer comments section is one of the last few places where it's worth discussing games.

    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.
  • Fozzie_bear #29 5 months ago

    Great idea, looked fantastic, but just very dull to play.
  • Collymilad #30 5 months ago

    I bought this when it came out, did like 5 levels then haven't done any since.

    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.
  • geeza2020 #31 5 months ago

    As usual, its either a flawed masterpiece or utter shit depending on whose comments you choose to read here. Personally I though it was a very relaxing experience for the most part, I just found myself getting frustrated in the later levels as more strict time limits came into play.

    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 :)
  • Darren #32 5 months ago

    Didn't think this was that great to be honest. Saw it nominated as one of 2011's most disappointing games on another site (Gametrailers I think), a category I certainly think it is more worthy of. Overhyped and underdeveloped IMO.
  • banjo21 #33 5 months ago

    Pathetic I know but those stupid masks were enough to put me off playing. Just made me think of those who indulge in extreme 'fashion' - not my cup of tea so much so that I couldn't play ;)
  • Weezer #34 5 months ago

    Surprised by some comments here - I thought the game was clever, unique and amazing. Technologically speaking I've never seen anything like it, and would never have thought you could do it on a games console. Only disappointment is lack of DLC or hint of a more fleshed-out sequel. But I think it was a brave release, harkening back to the 8- and 16-bit days when you got a much broader range of esoteric games, rather than endless FPS and sequels. Agree about the later levels too which are much more interesting and challenging. Nothing else quite like it...
  • JumpinJackFlash #35 5 months ago

    The game was a fucking demo. Why gaming journalists gave the game huge praise is beyond me, there are far superior games of the genre out there.

    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.
  • ShiftyGeezer #36 5 months ago

    @JumpinJackFlash : Far superior games in the genre? What'll those be? There haven't been any decent god games to my knowledge for the best part of a decade, and none with physics based environment tech.
  • jogyourmind #37 5 months ago

    @uomoartificiale

    It wasn't a random attack it was a question, you dumb fuck. The random attack comes next.
  • Videogamer. #38 5 months ago

    I'm so glad that he's come back to gaming for a while - he brings such wonderful spice. :)