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Dust: A Tale of the Wired West
Review by Orb
Dang, Buck, Sometimes You're Dumber Than a
Knobby Headed Ox
Dust is one of the few of the adventure game genre that
steps outside the usual formulas of mystery stories, ancient civilizations,
et al., to do something better known to the likes of Hollywood:
tell a good old-fashioned Western tale.
You are dropped into the edge of a small but densely populated
western town, Diamondback, which is set in 1882 New Mexico. The
game gives the player five days to discover and solve the mysteries
found, including the secret behind a local silver mine and what
some of the townsfolk are hiding. There are some lighthearted
things built into the storythe name of the town saloon is
the "Harddrive;" a family in town is named "Macintosh."
Hillary Rodham (Clinton) is the doctor, and this is used for some
partisan shots at her proposed health plan and opponents, which
is the first time I've ever seen someone's political stance built
into an adventure game.
The graphics are dated but not entirely unpleasant. Rooms and
street are nicely designedthey give a real air of an old
western town with 3D rendering. The interface is an easy-to-use
combination of keyboard to walk and mouse to take and use inventory
items and move objects. The design was something fairly new for
the time period in which the game was produced; it allows the
characters to move freely throughout the town in real-time and
to recall conversations and have later reactions based on these.
There are some nice, well-designed animations, including the intro
sequence and pieces that show the passage of time.
The biggest problem I had with the graphics was repetitive talking
heads. When a character is clicked on, the view moves in, and
the player is treated to the head of a live actor and conversation
strings to choose from. There are several problems with this.
Firstly, the sound does not even attempt to blindly match the
mouths, and apparently the head jerking and rolling is not the
designer's attempt at a campy execution of an Exorcist remakeit's
actually supposed to convey the idea that real people are talking
to you. Secondly, the acting, if it can be called that, is so
odious that it looks as though Saturday Night Live is doing
a skit skewering the subject of adventure games. The game docs
boast a total of 35 talking characters, an absolute cornucopia
of bad acting, and one gets the idea that "talking characters"
was a "newfangled contraption" to these designers, just
as "talking pictures" was to the makers of movies in
the first portion of the 20th century, and in that grand tradition
everyone was more interested in hearing the sound itself rather
than concerning themselves with the quality of performance.
Puzzles in Dust are actually fun, mostly inventory-based,
and are one of the highlights of the game. Unfortunately, they
often must be used with the talking heads, and the only good thing
about this is that in many instances, it shuts the actors up,
a true boon to the sanity of the player. There are good clues
given to game goals throughout. There is more than one spot in
the game where you have a gunfight, and while these are not terribly
undoable, there are no cheat codes for this part of the game,
fella, so you just have to pull yourself up by your bootstraps
and get tough.
One aspect of the game puzzles is that occasionally the player
has to pay for things and will continually need more money to
do so, and money is earned by gambling in the saloon. It fit into
the motif of an old western town, but truthfully, I dislike gambling,
so this soon became tiresome for me. Also, I don't know if I'd
be able to give this game to a kid in good conscience knowing
he'd come out the other side understanding fully all the aspects
of how to play poker, blackjack, or a slot machine, and it seems
to me someone did not think things through very carefully here.
Some of the characters in the saloon are very obviously hookers,
so this definitely sounds the death knell on this being a game
for the family/children.
A plus on the design end of things is a built-in help area, designed
seamlessly into the game as an old curiosity shop, run by a man
called ... "Help." I'm assuming the name was chosen
so that the player will not mistake the purpose of this game area.
Nevertheless, it is a well-designed aspect, only giving clues
if the player has been stuck for a while, and clues are given
in two different degrees: a hint or a blatant solve for the next
action to be done. There is also a nicely designed built-in mapping
feature.
The music fit the game wellit's old-west style player piano
music, a strumming guitar, harmonica music. The intro piece had
the proper Gunsmoke affiliations, all of which worked fine
in setting the tone. Sound is also well-designed and well-integrated,
with noises getting louder as the source is approached. I've covered
the actors above, but just let me add that the sound of their
voices themselves I found for the most part to actually be grating
on my nerves, and the idea that I had to have multiple conversations
throughout the game with the same characters over and over in
order to progress was almost more than I could bear.
I think it's a pretty safe call to say this game is not going
to make my top 10 list any time in this new century. 
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forum to discuss this game
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The Verdict
The Lowdown
Developer: Cyberflix
Publisher: GTE Entertainment
Release Date: September 1995
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots

System Requirements
Mac:
System 6.0.7 or greater
68030 or faster processor
8 MB RAM
Color Mac
Power Mac native
2X CD-ROM drive
PC:
Win 3.1, 95 or NT 3.51
486 or faster
8 MB RAM
2X ROM drive or faster
Super VGA with 256 colors
100% Windows compatible sound card
Where to Find It

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