To begin with it’s actually pretty inventive but soon starts to become an obstacle when paired with the game’s fiendish level design. With practice and dexterity, players can efficiently scale walls as well run across ceilings and up downward-pointing gradients. This is due to the degree of precision required of you when wall-running. Personally, when playing 2D platformers, I always find myself retreating to the trusty d-pad but in Dustforce the left stick seemed like the only viable option. Where Dustforce tries to differentiate itself is in how the control scheme works. There’s a clear start and end to each stages, always bridged by a gauntlet of precarious platforms, environmental hazards, and grubby-looking NPCs. It’s an interesting progression system to say the least, though it discriminates against those who can’t quite master the finicky gameplay.Īs with any 2D platformer, Dustforce conforms to some of the genre’s universal conventions. This means avoiding obstacles and enemies while all the time making sure that you swiftly navigate each jump and wall-run. Finesse, on the other hand, relies on your ability to keep the combo meter flowing. To boost your completion rating, you simply need to sweep up as much refuse as you can find. Each of the stages in Dustforce will grade your performance, ranging from D to the perfect “S Rank” for both completion and finesse. They aren’t collectables though and need to be earned through skill alone. The only obstruction to your progress is the presence of keys which, rather unsurprisingly, are used to open doors and new levels. With no linear path to follow, however, players can simply dip in and out of zones as they please. Each zone takes the form of a mini-sandbox in which players have to physically reach a entry point in order to start a level. There are more than fifty in total, spread across four different zones including the Laboratory, Mansion, City, and Forest. Stages are self-contained and take just a few minutes to beat, not counting restarts.
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