User Score
7.6

Generally favorable reviews- based on 91 Ratings

User score distribution:
  1. Positive: 60 out of 91
  2. Negative: 7 out of 91

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  1. Aug 30, 2011
    5
    A very disappointing showing in a genre that was ripe for some innovation. From Dust doesn't advance the god game idea so much as use it as background for what is otherwise a fairly enjoyable puzzle game. The idea of each level is to lead your followers to inhabit each expansion village, then to get a small group to an exit portal, presumably in a quest to "uncover the secrets of theA very disappointing showing in a genre that was ripe for some innovation. From Dust doesn't advance the god game idea so much as use it as background for what is otherwise a fairly enjoyable puzzle game. The idea of each level is to lead your followers to inhabit each expansion village, then to get a small group to an exit portal, presumably in a quest to "uncover the secrets of the ancients." This simplistic story highlights how From Dust goes wrong: the god game is about creation, a concept that is entirely absent in the game. Instead, the player focuses on manipulating the environment through the use of godly powers in order to escort the villagers to progressive levels.

    The game itself downplays the idea of the player as a god. Rather than being a supremely powerful entity with a group of loyal worshipers, the opening of the game shows the villagers creating the player. The player is cast not as a deity, but as a tool that the villagers use to escort them around the map and save them from the elements. Interaction with villagers is non-existent. The most you can do is zoom in on one as they walk around.

    It feels like something went wrong midway through development; as if there were a ton of ideas floating around that would have made a great game, but that most of those ideas were cut due to budget concerns and the need to keep to a release schedule. As an example, each time you complete a level, a small cut scene plays showing your villagers going through a cave and emerging on the other side. Each time, it's the same exact cut scene. Another example is the reward that the player earns for activating various "bonus shrines" and covering the play area with foliage (two optional challenges in each level): rather than rewarding players with something that will help in subsequent levels, or even something to spruce up the user interface, or any number of other rewards, completing these optional 'quests' unlocks... the tooltips for the various powers and game objects. Most of my complaints stem from disappointment - I expected something that built on the concepts laid down by the Black & White series. Instead, what was delivered was a respectable, if somewhat lazily executed, puzzle game. A couple of finishing touches would have gone a long way.
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  2. Sep 9, 2011
    6
    I was very much waiting for a title like this, the trial was very promising, control was smooth but somehow it didnt amuse me in the end of the day. i would have appreciated more complexity (assuming that most of the fans of this genre are used to the hardcore ancestors of this game).
  3. Feb 19, 2013
    6
    Certainly interesting, however the fact that the songs that were supposed to hold off the lava and water were prone to failure is a significant issue in my quest to find a game where I can simulate Atlantis. In general though, the game's levels are interesting, the gameplay complex and the backstory is at least poetic. Do note it is best to have some experience herding cats to fully beCertainly interesting, however the fact that the songs that were supposed to hold off the lava and water were prone to failure is a significant issue in my quest to find a game where I can simulate Atlantis. In general though, the game's levels are interesting, the gameplay complex and the backstory is at least poetic. Do note it is best to have some experience herding cats to fully be able to guide the humans, as they are are prone to walking back and forth and going the wrong way at times. Expand
  4. Aug 18, 2011
    7
    This games concept is where it really shines, beyond that it gets repetitive pretty quick. I would've liked to see a little more done with the concept. Would've got an 8 if it wasn't for being a UBIsoft product that forces you to register an email address and make a Uplay account in order to play, and also for being a port to pc without any real upgrades (no options aside from resolutionThis games concept is where it really shines, beyond that it gets repetitive pretty quick. I would've liked to see a little more done with the concept. Would've got an 8 if it wasn't for being a UBIsoft product that forces you to register an email address and make a Uplay account in order to play, and also for being a port to pc without any real upgrades (no options aside from resolution and refresh rate for graphics). Worth the money. Expand
  5. Sep 26, 2011
    7
    This was a game I had kept my eye on ever since it was first announced, as it seemed to be the very environmental-based sandbox game I had acquired the desire to play within recent times. Now, the important thing to consider is that From Dust is somewhat misleading in this aspect, because it isn't much of a sand-box game at all. Though I was disappointed at this realisation initially, IThis was a game I had kept my eye on ever since it was first announced, as it seemed to be the very environmental-based sandbox game I had acquired the desire to play within recent times. Now, the important thing to consider is that From Dust is somewhat misleading in this aspect, because it isn't much of a sand-box game at all. Though I was disappointed at this realisation initially, I was still impressed at what the game turned out to be. Perhaps my misunderstanding was due to a lack of research pre-purchase, but From Dust offers a more strategic and linear experience. You start with a small tribe of men and women, and you control 'The Breath', which is essentially a glorified cursor integrated into the game's loose plot. 'The Breath' AKA you, the player, are able to manipulate the land and the sea by taking it and depositing it elsewhere. You use this power to manipulate the environment in order to provide a safe haven for your villagers. For example, your homeless villagers are on an island, and the totem they require to create a village is across a small portion of sea. Using 'The Breath', you extract masses of sand from a nearby beach, and deposit it over the water, creating a bridge for the villagers to cross the ocean and reach the totem on the other side.

    Obviously this is the game at it's most simplistic. As you progress, the complexity increases, and you're introduced a number of things. There's other powers granted by creating villages, such as the ability to temporarily 'Jellify' water, which makes water behave like land, other elements such as lava, manipulation of plant life and natural disasters such as volcanoes and tsunami's that can destroy your efforts in one fell swoop. The primary objective remains to keep your people and villages safe by protecting them from the elements at all costs. There's also a secondary objective of spreading vegetation throughout the land, a process which happens automatically, but will cleverly still require to you to have some input in some shape or form to avoid hazards such as forest fires. The campaign is a lot of fun. However, the main thing about the game though that really, really impresses me is the dynamic nature of the environment. Ubisoft have gone through great lengths to ensure each world almost acts like it's alive. When playing other games, you see land, you see ocean, you may see volcanoes and lava, but they're just for show. You never really stop and think about it. It's this mindset gained from playing other games that will make you almost wonderfully stumble into naive error. Taking land and putting it in water to make a bridge means that the water that was there originally needs to go somewhere else. Blocking a stream in order to cross it means the stream continues to move, but elsewhere. Before you know it, you've made a nice bridge of land, but your water-level village has been destroyed by flooding because that water had to go somewhere! That stream has now relocated to block the path of the levels exit! And don't get me started on the nasty things that lava can do! You've always got to be on the ball and that's what really gives From Dust it's wow factor. From Dust is not without disappointments though. I found the difficulty curve on the campaign to be far too steep for my taste, going from tutorial-level easy to intermediate within a single level or two. While I do enjoy a challenge, I felt the challenge came too soon. I was still learning the controls and basic features while playing a level that should have really been further on in the campaign. I think this steep curve has an explanation in that the campaign itself is very short, another disappointment. I got the impression that Ubisoft rather added in the harder levels sooner, than put the time in to make a more consistent and longer campaign mode. Granted, the game boasts 50 challenge mode levels, but ironically only 3 or 4 provided any significant challenge. While I've praised the dynamic nature of the game, it's also one of it's downfalls in a way that almost can't be helped. Let's be honest, there's nothing more frustrating than all your hard work and progress being wiped away by renegade lava or water flows you took your eye off for a minute or two whilst dealing with another problem. I found some of the harder levels were only able to be completed by following a self-made structure from trial and error as a consequence of the dynamic hazards. I'd restart for the fourth time and know to put this much land here, redirect this flow here etc. It's disappointing as it removes part of the spontaneity the game endeavours. With the exception of a steep difficulty curve, relatively short length and the occasional infuriating hazards, From Dust is a wonderful little game. It looks beautiful, it feels fresh, and the environment mechanics are out of this world. Definitely worth a go.
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Metascore
80

Generally favorable reviews - based on 76 Critic Reviews

Critic score distribution:
  1. Positive: 55 out of 76
  2. Negative: 3 out of 76
  1. Oct 17, 2011
    90
    If this can even be called a game, it's a highly unusual one. Instead of doing missions and killing enemies you construct landscapes and battle for control over the always unpredictable elements brought to life by impressive physics.
  2. Games Master UK
    Sep 8, 2011
    90
    A sandbox game in its truest interpretation - nature simulated via a charming strategy game. [Oct 2011, p.84]
  3. LEVEL (Czech Republic)
    Sep 4, 2011
    90
    Designer Eric Chahi is possibly absolute genius and his game is very unusual experience in all aspects. Missing sandbox mode is the only flaw in this perfect god game. [Issue#208]