Monday, July 23, 2012

From Dust till Lawn


The following was a one page review I was required to write for a Quality Assurance job application I did a few months ago. I haven't heard anything back since, but no matter. After recently replaying the game momentarily I re-read this review and still agreed with everything I had previously written. Thought it was worth posting after a month of inactivity. Voila.

A review of Eric Chahi’s and Ubisoft Montpellier’s ‘From Dust’

‘God games’ are few and far between these days and it seemed like From Dust would satiate that craving for creationism. However building houses and amenities for your dedicated followers and cultivating their existences is not what this game is about, despite the expectancies the likes of Black & White and Populous may have predisposed us to.

Essentially From Dust is a puzzle game where the main tool for solving the problems presented to the player is a rather advanced environment physics simulator. The player controls an aptly named omniscient being called ‘The Breath’. Appropriately named since the world is slowly and subtlety altered by you, rather than instantly and profoundly shaken by a single mouse click. Every world’s overarching objective is to populate a number of totems on the map which then opens a portal to the next world. Sounds like a simple objective, but one that is difficult to attain when the unforgiving forces of Gaia are unleashed upon you.

You have the freedom to terraform the world however you please in order to protect your tribesmen and guide them to the objectives. Earth, water, lava and other peculiar plants can be manipulated as you please. However there often isn’t as much freedom in how you solve the numerous hurdles the game presents. The game largely expects you to solve its puzzles the way it wants you to solve them. The lack of lateral thinking required is disappointing. Despite how often pre-determined the answers to the puzzles feel, the levels are designed superbly in a way that subtly conveys to the player the recommended solution. For example: dry, rocky river beds near flowing water often hints that you should redirect the water flow towards them.

Nature is unpredictable and it is entirely possible for your carefully crafted stream to suddenly turn into a rushing river, perhaps unexpectedly drowning your poor tribesmen. Some thought definitely has to be put into how you change the environment, as the slightest misplacement of earth could end up changing the landscape entirely. Taking earth from one spot may reveal a water source that can start a rushing river thereby changing the landscape and the nature of the problem you were trying to solve completely. It is in moments like this where From Dust can be the most fun, when you are forced to think and react quickly with the resources available to avoid Mother Nature’s wrath.

For a game about the beauty and merciless nature of the environment, From Dust is suitably pretty. Watching a dusty desert spring to life with rolling grass, palms and wildlife is so immensely satisfying. It is just unfortunate there is no equally profound change in how the game is actually played when this happens (besides unlocking a new tribal ‘memory’ i.e. a paragraph of story flavored text). Though I can accept the game’s focus is that of its environmental physics system, some sort of deeper establishment between the player and the actual ecosystems you have created would add another interesting aspect to the game rather than simply shifting elements around. The same routine of claiming totems and entering portals every level also gets stale. But at least the methods to which you succeed towards these objectives are varied enough in every world to keep the game interesting.

That said From Dust knows its strengths and where its focus lies. What it does focus on, its superb landscaping simulation, is immensely satisfying to sculpt with. Whether you’re playing purely to answer the ‘what if’ scenarios you conjure in your mind or if you’re trying to guide your tribesmen to salvation, From Dust is a triumph in logical puzzle solving through environmental simulation.