Stew Reviews - Dust: An Elysian Tail
What’s this, two reviews within a week of each other? What absolute madness is this? Could it be that Stew finally grew a sense of discipline and decided to start posting consistently? To that I say, dream on Mister Strawman. I had been planning this review for some time, and the Switch release of Dust: An Elysian Tail last month presented an excellent opportunity to finally tackle it, but at the same time I’d already planned out the introduction to my inFamous: Second Son review, and I didn’t want to miss the window of relevance as badly as I usually do. So, I took the logical option and decided to push myself, just this once. But enough about my scheduling habits, we’re here to talk about games, so let’s do that.
SPOILERS AHEAD. PROCEED WITH CAUTION.
As with so many other similar independent projects, Dust: An Elysian Tail is a 2D Metroidvania hack-and-slash platformer, developed by Humble Hearts game studio – that is to say, one dude named Dean apparently trying to look more popular than he really is. As much as I tease him for that however, I can’t help but admire the guy’s dedication to the project – the core gameplay is solidly constructed, the visuals in particular I imagine to have taken a lot of work, and the story manages to apply itself to some surprisingly mature and complex themes despite the slightly childish presentation.
Dust takes place in a world populated with anthropomorphised animals and is set against the backdrop of a war-torn land consisting, against all odds, of mostly lush, green forests and meadows. You play as the enigmatic Dust, a faceless teal-furred canine with an oversized hat and a mysterious backstory. Without any memories of his past, he embarks on a quest to rediscover his true identity at the behest of Arah, a magical talking sword, and a small orange bat/rabbit thing named Fidget. Yes, the plot starts out somewhere between Disney Classics and My First Fursona – a comparison that only worsens with the introduction of soul merging and induces flashbacks to the Final Fantasy VII House - but over the course of the game it acquires more depth and deviates towards more interesting themes.
The aforementioned war is more of a looming threat than something actually present in the foreground for most of the game, but as the plot unfolds it’s threaded through a series of encounters which showcase just how far-reaching the conflict is, as guilty and innocent alike are affected by it. The point where I decided I was fully on-board with it was during the second act, where despite their best attempts to avert catastrophe, Dust and Fidget are unable to save the life of a dying villager – something that Dust doesn’t take particularly well. The sequence works because it’s a subversion of the usual narrative, and Dust’s grief and frustration with himself  reveals a more introspective element not often seen in this sort of story. The contrast with the cartoonish visuals only serves to make it more effective, and it’s only slightly undermined by the voice acting.
I wouldn’t say that it’s awful by any means, but there’s a certain amateurish, almost caricature-like quality to many of the voices in Dust. The titular character himself is by far the worst offender, as he seems to confuse dramatic, tortured delivery with standing too close to the microphone. Every time he delivers a “wh” sound it comes out like he’s just finished running a half-marathon and listening to it makes me want to tear my own ears out. And considering how many whats, whys and hows the average clueless amnesiac character throws around, that’s a lot of tearing.
On the gameplay side of things, there’s not much to say that I haven’t already said. You jump around on collections of floating rocks a whole bunch, sometimes there’s a group of enemies between you and where you want to be, so you start mashing buttons until the path is clear again. In all honesty, while the combat is perfectly functional and somewhat entertaining, I feel like there could have been more to it – for a magic sword, the list of available combos is rather disappointingly short; light combo, ground throw, air launch, air throw, plunging attack. You’ll have seen every one of them by the time you reach the fourth screen.
Transitioning between moves feels sticky at times too, since many of them have long animation cycles that can’t be cancelled out of, which tends to leave you vulnerable or waste crucial seconds that results in a particularly long streak of hits ending prematurely. Then again, it does mean that the combat demands some degree of skill, as button mashing is more likely to leave you vulnerable than a carefully executed string of movements, which is part of what keeps it entertaining. Annoyingly Dust has inherited that quality of Symphony of the Night wherein the protagonist is thrown back by any incoming damage, which is particularly annoying during the time trial levels. It also makes Reed’s quest almost impossible if you don’t prepare for it, since the required revival stone is expensive and grinding up cash simply isn’t feasible while Dust is constantly taking damage.
The platforming is fairly bog-standard as metroidvania goes, but while in other examples of the genre exploration is demanded to make progress, it feels far less necessary in Dust as the progression is fairly linear. The movement abilities typical of the genre like the double jump or wall climb are simply given to you as you need them. The only purpose exploration serves in Dust is to hunt for treasures and secrets, making it less “exploration” and more “arbitrary backtracking for the sake of 100% completion”.
A treasure chest might give you some decent gear, but enemies also drop crafting blueprints regularly and the shop system makes it trivially easy to acquire the necessary components; any time you sell a material to the shop, it is catalogued and periodically restocked with no input required on your part. You don’t even need to visit a shop to buy materials, since an early quest allows you to craft items without visiting the blacksmith and grants you access to a portable shop to boot. Granted, grinding for the rarer materials would have been annoying, but this makes it zero effort to complete the item-gathering quests.
And as long as I’m complaining, there’s also a secret room in the snowy mountain stage which is literally impossible to find without a walkthrough; you have to find a cliff face in the middle of the level with an hourglass carved into it, and deduce that if you kneel in front of it for ten seconds, a tornado will appear from offscreen and teleport you to the secret room. Yeah, it’s poking fun at Castlevania 2’s obscure puzzle solutions, but acknowledging that what you’re doing is stupid does not equal biting satire, Dean.
Lastly, the final level isn’t great. The lion’s share of it is spent cutting a path through the big bad’s soldiers to confront him, most of which can block your attacks even when lying prone and concussed by a sliding tackle to the ankles. It completely obliterates any sense of flow in the combat, and, contrary to the rest of the game, makes button mashing a valid option. The final boss probably would have been about perfect if he wasn’t supported by these hangnails.
 Additionally, since this is the final confrontation in a long and bloody war, the game sends you in with a squad of NPC support fighters. All this does, however, is clutter the battlefield and make any given encounter impossible to read. I’m not even sure the NPCs are capable of damaging the enemies, but like I said, I couldn’t tell through the clouds of dust and waving spears.
For all my whining, however, I can’t deny that I’ve enjoyed my time with Dust each time I’ve gone back to it, and if there is a second instalment planned for the world of Falana, then I await it eagerly. The beautiful visuals, gorgeous soundtrack and compelling story do a lot to make up for the game’s more annoying aspects. If you’ve an itch or a particular soft spot for this sort of 2D action-platformer then it is a strong contender that I’d definitely recommend.