![]() ![]() This is where the puzzle element of the game comes in, everything you do is turn-based, and you have to use your turns wisely to maneuver yourself and others into the right configuration for victory.įamiliar elements from DUSK appear as puzzle tools, the weapons and keys and medkits being turned into usable inventory items. Usually this accomplished by shooting (thematic consistency!) but in the more clever levels, you’ll need to engineer situations where foes step on land mines, shoot each other, walk into industrial presses, and so on. ![]() There is an exit somewhere, and to open the exit you must kill all the monsters. Here, this happens across 30 levels of extremely lo-fi tiles representing walls, trees, guns, bullets, monsters, and the guy. I’m not sure that analogy held up all the way through, but DUSK ’82 does, as long as you’re clear on what you’re getting into.ĭUSK ’82 follows a similar story to DUSK, which is almost entirely irrelevant because the plot is that there are monsters, and the guy shoots the monsters. This is DUSK ground up into a fine paste and squeezed into the entrails of Chip’s Challenge, to make a clever if tonally-bizarre sausage. ![]() I don’t want to beat the semantics to death but if you’re here looking for anything even approximating the action of DUSK, you’re not going to find it. I could, but I think it’s truer to say that this isn’t really a demake. I could launch into a big thing about the dangers of demakes here, how easy it is to strip core elements in the effort to cram a game into a more nostalgic package. ![]()
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