From Dust
From Dust | |
---|---|
Cover art | |
Developer(s) | Ubisoft Montpellier |
Publisher(s) | Ubisoft |
Director(s) | Éric Chahi |
Producer(s) | Guillaume Brunier |
Designer(s) | Denis Muffat Meridol |
Programmer(s) | François Mahieu |
Artist(s) | Bruno Gentile |
Writer(s) | Laurent Genefort |
Composer(s) | Tom Salta |
Platform(s) | |
Release date(s) | |
Genre(s) | God game |
Mode(s) | Single-player |
From Dust is a downloadable God video game, designed by Éric Chahi and developed by Ubisoft Montpellier. The game was released for Microsoft Windows, PlayStation Network and Xbox Live Arcade in 2011. Described as a spiritual successor to Populous, the game revolves around The Breath, which was summoned by a tribe to help them seek and recover their lost knowledge. In the game, players, controlling a cursor, can manipulate matter, such as lava, soil, and water. Players can help the tribespeople to overcome challenges including finding different totems and overcoming natural disasters. In addition to the story mode, the game also features a Challenge mode, which offers a shorter but harder experience.
Originally starting its life as a strategy game, the game marked the return of Chahi in the video game industry after an extended sabbatical after the completion of his last game, Heart of Darkness. The project was created due to his fascination with volcanos, and his desire of combining the ambivalence and the violent characteristic of their nature in a new video game. The team was further inspired by African and New Guinean tribes, Conway's Game of Life, works of Polish painter Zdzisław Beksinski, and Koyaanisqatsi. Some features, such as the biological life cycle of the tribespeople, were left out from the game due to the huge amount of work needed. Ubisoft was originally doubtful about the project but was later convinced by Chahi. The game was made by a small team within the Montpellier studio, thus it was considered as an independent game produced by a large publisher. The game was announced at E3 2010 as Project Dust.
The game received a generally positive reception upon release, with critics praising the game's physics, simulation, openness and graphics, while criticizing the game's artificial intelligence and camera angle. Opinions on the game's Challenge mode and mission design were polarizing. The PC version of the game fared worse than other platforms for its technical issues and digital rights management. The game was a commercial success for Ubisoft, selling over half a million copies and became Ubisoft's fastest-selling digital games. Despite the game's success, Chahi confirmed that he will not return to develop a sequel, and added that he intended to work without a publisher with his next project. However, the format of having a small team within in a large company stayed in Ubisoft, leading to the creation of projects such as Child of Light, Grow Home, and Valiant Hearts: The Great War.
Gameplay
In From Dust, players assume a god-like first-person perspective from which they manipulate an archipelago environment in an effort to save and enlighten a nomadic tribe and help them to seek their lost knowledge.[1] With a spherical cursor, the user controls certain types of matter - namely soil, lava and water - in real time. Lava cools to form solid rock, vegetation propagates in soil and spreads naturally once a village is built, and moving water quickly erodes terrain. Physical changes to the world occur extremely rapidly, allowing players to restructure islands within minutes.[2]
Campaigns in From Dust are structured as a sequence of missions, whereby completing certain objectives expedites the tribe's progress and bestows additional powers, such as the capacity to jellify water.[1] Tribal shamans alert the player to natural disasters, notably tsunamis and volcanic eruptions, shortly before they occur. These disasters can be inhibited through creative, physical manipulation of the environment: a tsunami can be jellified, wildfires extinguished, and lava flows diverted.[3][4][5][6] Although there is no 'explicit sandbox' mode, Chahi stated that each mission features a distinct map, which the player can return to and manipulate further.[7]
From Dust gives the option of two main game modes, one being the Story mode and the other a challenge mode. The former consists of a sequence of missions which play through the story of a lost tribe who are using the player (who controls "The Breath") to travel to different levels in an attempt to discover what happened to their old tribe. By helping the tribe to find the different totems scattered in a map, they will begin constructing their village next to the totem. Players can also send tribespeople to look for magical stones, which will grant them the ability to manipulate the world, such as repelling water and fire.[8] When the tribe successfully builds villages next to every totem, a portal will open and the player can proceed into the next map.[9] These maps become more and more challenging as players progress. New elements, such as trees that erupt in fire and plants that explode, are introduced in later levels.[8]
Challenge mode employs similar gameplay to that of the Story mode, but the difference is that the gameplay for Challenge mode is faster-paced, offers more puzzles, and sacrifices any storyline in this mode. Challenge mode, where players must fulfill certain conditions before succeeding, consists of 30 levels. Each level only lasts only a few minutes, offering more exciting yet harder gameplay. The time needed for players to complete a level is recorded in an online leaderboard, which can be viewed by other players.[10]
Story
From Dust story revolves around a tribe who has lost the knowledge of The Ancients, their ancestors, and found themselves located in a new land and an unknown territory. As a result, the tribe gathered around and summoned "The Breath", controlled by the player, with the hope that it will help the tribe to speak and communicate with the world. However, after the summon, the tribe are desperately wanting answers for their questions, and have a strong desire to recover their lost knowledge. The Breath, then guides the tribe to different totems, so that they can perform rituals and construct villages and settlements. A passage will unlock and allow the tribe to discover new lands and places.
After discovering and journeying through islands of different characteristics, the tribe, with the help of The Breath, have overcome numerous natural disasters including tsunami and volcanic eruption. The tribe follows the path of The Ancients, yet their lands are nowhere to be found. By the last island, the players are given the chance to place the totem around the island and form and create their own island. After placing the final totem, the tribe reaches the place for the final ritual. After the ritual is completed, the entire island collapses and reshapes and sinks into the sea, leaving only the passageway above sea level. After the tribespeople pass the gateway, they realize that they have returned to the first island where they began their journey. The story ends with the narrator saying "And here we are, as on the first day."
Development
On 14 June 2010, Ubisoft announced the development of From Dust at E3, and the appointment of Éric Chahi as the Creative Designer. Codenamed as Project Dust, it was marketed as a spiritual successor to Populous, a game developed by Peter Molyneux and Bullfrog Productions in 1989.[11] Chahi described the game as playing like a sandcastle game, but with elements like lava.[12] On 16 August 2010, during Gamescom and the European Game Developers Conference in Cologne, Ubisoft unveiled technical footage, showing the game's physics engine in detail. In the technical sequence, a narrator explains the user's interactions with the environment, and the effects of each physical element upon the other. During the conference, Chahi presented a lecture, entitled 'Creating a High-Performance Simulation: A Dynamic Natural World to Play With', demonstrating the world editor that underlies the environment simulation.[13][14][15]
Ubisoft's decision to release the game via the Internet was taken partly to reduce costs, but also to enable creative options for the team and allow for future features, such as a world editor or multiplayer.[16] Guillaume Bunier, Ubisoft's producer, acknowledged that 'some people will not be able to play it', but argued that the majority of individuals interested in the game would be using PlayStation Network, Xbox Live Arcade, and Steam.[5] Chahi chose to release the game in these platforms as they require no distribution or manufacturing cost. In addition, games released in these platforms are cheaper, thus they can attract a larger group of audience, and provide the option to enhance content later in the development cycle.[17][18] In the event of From Dust being a 'huge success', Bunier suggested that the company could do another, disc-based version.[5] When questioned about the suitability of the game to the console market, he responded by observing that other atypical games were successful on such platforms, notably Flower on the PlayStation 3 (PS3). The OnLive game system, the PS3 and the Xbox 360 were 'powerful machines', and From Dust would utilise their greater capacity to operate the simulation.[5] From Dustwas released for the Xbox 360 on 27 July 2011.[19][20][21] It was later released for Microsoft Windows in August 2011,[22] the PlayStation Network in September 2011, and Google Chrome in May 2012.[23][24]
Influences
Following the completion of Heart of Darkness in 1998, Chahi exited the video games industry to explore other interests, and subsequently developed a passion for volcanology.[14][25] In the past, Chahi self-produced video games, as the PC market was independent games-orientated. However, the independent game's importance diminished in 2006, and as a result, Chahi decided to work with a publisher instead. In 2006, Chahi presented the concept to Ubisoft, who accepted the proposal. According to Chahi, it was not difficult to convince Ubisoft to fund the project, though initially he was rejected and there was hesitation. After Ubisoft changed their decision, the team spent approximately two years, meeting with the key people within Ubisoft, and development properly began in January 2008. The development team consisted of only 15 to 20 people, which was considered as a small team for Ubisoft.[26]
According to Chahi, he was inspired by his trip to Mount Yasur's crater in Vanuatu in 1999. The scenery and the power of the volcano, which was extremely active this time, fascinated and scared Chahi. Chahi, still having the intention to make another video game "before [he] died", hoped that his next project can convey the 'ambivalence of Nature, beautiful and potentially violent at the same time'.[25] Becoming more and more interested in the natural forces of the world, Chahi went on to visit different volcanoes from around the world, including Dolomieu crater on Reunion Island, and a volcano in the Indian Ocean. Once the development was underway, Montpellier even recorded 'audio from a real volcano' for inclusion in the game.[1][27] Nature and cycle were the important key elements for the game. The team intended to create different cycles and loops that will create different kinds of interaction between the environments. For example, the tide cycle and eruption cycle changes dynamically, and it impacts the growth of plants and the lives of the villagers. According to Chahi, the cycle allows players to anticipate what will happen next.[28]
While discussing the game's visual elements and art direction, developers revealed that they used several locations on Earth, such as the Yemeni islands of Socotra, lagoon archipelagos of Polynesia, and central Sahara as sources of inspiration. The team also worked with science fiction novelist Laurent Genefort to create the game's world.[29] Bruno Gentile, Art Director of From Dust, stated that the world possessed strong visual contrasts, with 'rich and swarming life full of weird shapes and colors'.[30] Inhabitants of From Dust wear masks, which serves as a motif representing mystery and uniqueness. Gentile commented that after the developers researched African and New Guinean tribes, one of Ubisoft Montpellier's concept artists developed the idea of a large mask, constructed from nacre.[30] Chahi remarked that the team had drawn inspiration from various musical instruments, especially slit drums used on the Vanuatu islands, and indicated that music was 'a key part in the gameplay and design'.[30] While tribes do not develop technologically, the team decided that their culture would evolve as they discovered 'their world and their past'. The game utilizes a rich color palette, which allows the team to create strong color contrast and to 'express the beauty of nature'.[30]
In an interview with Eurogamer, Chahi emphasised that the developers initially tried to avoid including overt religious elements in the game. One journalist observed that From Dust appeared religious in an 'indistinct, cross-cultural non-denominational kind of way'.[1] Tribal worship, totems, and animal-shaped monuments are examples of the quasi-religious characters of From Dust. Chahi explained that, during one mission, the player would physically divide an ocean in order to assist their tribe in crossing it and so forth. He indicated that Ubisoft Montpellier were reluctant: 'we didn't want to take it in this direction', but the 'game kept pushing us back to it'.[1] When asked the meaning of the game's title, Bunier remarked that 'it's just another universe, another place', "something people create 'from dust'".[5] Separately, Chahi commented that the game centered on the fragility of life and brevity of humankind.[5]
It's like the simulation was... you see the wall behind this window? Imagine that, maybe, there is a beautiful painting, and you can only see part of it. That was before the directed interaction. Then you break this wall, it makes a big window on this place for the picture.
— Eric Chahi, director of From Dust
According to Chahi, the game began its life as a strategy game. The core of the game is that players are "giving powers to [their] people". However, the team later shifted the format into a god game as the team hoped players could interact with the environment and simulation, and do not treat those elements as a background. Many original concepts, such as natural disasters, remained intact in the final game.[28] Other influences for the game include Conway's Game of Life, a mathematical model of the 1970s, plant propagations, works of Polish painter Zdzisław Beksinski, and Koyaanisqatsi.[25][31]
Mechanics
An essential aspect of From Dust is the environment simulation, which underlies the player's interactions with the world. Developers intended that the world appear as a 'living thing', a dynamic and spontaneous entity, irrespective of the player's actions upon it.[14] Chahi emphasised the difficulty of balancing this technical simulation with individual enjoyment, commenting that sometimes 'it would take days to find the right value for gameplay that's also aesthetically pleasing'.[14] Montpellier accommodated this dynamism through a system of rules, which govern the elements of the simulation: flowing water and moving soil result in the emergence of rivers.[14] Lakes at the base of a volcano accumulate sediment, which increases their viscosity, and similar rules govern volcanic eruptions, lava flow, and the spread of vegetation.[13][14] With each rule, the layers accumulate to the point at which the developers are able to create an entire landscape.[14] According to Chahi, simulation is the most challenging part of the game, as it requires them to put lots of effort into optimisation due to its high computation demand. Chahi added that the game's programme is similar to that of VS Assembly, where the computation will be stored at the cache memory, allowing for fast computing. The team intentionally avoided developing any algorithm for objects like rivers and volcano, as the team hoped that it will flow dynamically and naturally.[32]
Regarding physics in the world of Dust, Chahi commented that the developers had 'worked hard to translate a vision of the power of the Earth moving and exploding in the game'.[30] Volcanic eruptions, explosions, and lava flows function in a way similar to actual volcanoes, such as Mount Etna.[33] However, the developers opted for more theatrical, 'visually impressive' tsunamis. Dynamic textures were used to represent water transparency, moving lava, and the real time adaptation of rock and soil to fluids.[30]
A central aspect of the user interface is the breath, with which players interact with the world and manipulate events. When a user selects a material, such as water, the appearance of the breath changes accordingly and the fluid can be placed directly onto the surface of the world.[34] Chahi stated that the developers abandoned the traditional head-up display (HUD), and chose an abstract form instead, the breath, which they then 'fully integrated in the storyline'. Elaborating further, he stated that a tribe's music would also affect the appearance of the breath.[30] The game originally features a biological life cycle system for the villagers, where players can witness their births, growth and their eventual death. The system was dropped as it requires accurate animation and that the system was too sophisticated to handle. The team also had more wildlife planned for the game but it was dropped. Despite the team having to leave these features out, Chahi claimed that he was pleased with the final product, where he believed the team had done a tremendous job in expressing the relationship between humans and nature with the simulation features that are included in the final game.[32]
Expansion
In August and September 2010, Montpellier designers indicated that a variety of expansions were under consideration, including a weather simulation, world editor, and multiplayer capacity. During an interview with Gamasutra editor Brandon Sheffield, Chahi posted that the developers would eventually complete a 'real-time weather simulation', although the developers may not package it with the initial release of the game.[14] In September 2010, Chahi stated that From Dust was a 'solo experience', although if the game's sales were promising, he indicated that the team would consider 'adding an editor and a multiplayer mode'.[17] He stated that he had 'many ideas' regarding new features, and a possible franchise, though he is more inclined with working video games without the support of a big publisher in the future.[17]
Reception
Pre-release
Late in the development cycle, journalists offered initial appraisals of the mechanics, presentation, and appeal of From Dust. Commentators praised the physics engine, god-like powers, and scripting of the computer-controlled tribes.
While watching an Xbox 360 demonstration at Gamescom 2010, Kotaku’s Mike Fahey stated that the physics were 'incredibly impressive'.[3] In response to a demonstration of the camera controls and sphere interactions, he remarked that it was 'an amazing sight'.[3] In a GameSpot preview, Giancarlo Varanini stated that it was great fun 'just messing around with the world', which 'roused fond memories of games like Populous'.[2] Looking forward, he said that GameSpot would be interested in the extent of these non-linear mechanics.[2]
In March 2011, Eurogamer contributor Christian Donlan suggested that the simulation might be the ‘most fascinating part’ of the entire project, in that it presented a ‘convincing environment’.[1] Corroborating one of Fahey's points, he noted that details are observable with a ‘good range of camera options’.[1] Far from being an 'endless grind of escort missions', Donlan argued that From Dust appeared 'quick-witted, entertaining stuff'.[1] Scripted path finding was 'surprisingly good': tribes attempted to navigate obstacles and search for alternative routes, with their intended paths highlighted in different colours.[1] In his conclusion, Donlan noted that once the campaign ended, the game offered ‘a wonderful digital fish tank to peer into’.[1]
Post-release
Reception | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
From Dust received generally favourable reviews. Metacritic ranks the PC, PlayStation 3, and Xbox 360 versions of the game with scores of 76, 80, and 81, respectively.[35][36][37] The creator of Populous, Peter Molyneux, also had a good impression about the game.[32]
The game's gameplay was commented positively by critics. The game's controls were praised for being simple, intuitive, accessible,[41] and smooth by critics, though some critics noted that the cursor sometimes suffers from fidgeting and lacks precision.[8][10][45] Liam Martin from Digital Spy added that such controls made the game relatively relaxing to play.[49] The game's simulation received critical acclaim. As it allows players to modify the terrain freely, and that there are multiple solutions to one problem, many reviewers believed that the game encourages creativity,[43] and that it was a "true sandbox game", with some even calling it more open than typical open world games.[40][42][49] However, Ryan Winterhalter from 1UP.com criticized the game for lacking a free sandbox mode, and Jim Sterling from Destructoid called the manipulation mechanic "boring".[39]
The game's visuals were also praised. The natural disaster scenes were described as breathtaking and stunning, with critics being impressed with the game's sense of scale.[46][49] Eurogamer's Oli Welsh echoed his comment as he further described the game's visuals as "strange" and "organic", comparing it to the work of French cartoonist Jean Giraud.[40] Annette Gonzalez from Game Informer similarly appreciated the visuals and the morphing effects,[41] while Keza MacDonald from IGN described the game's overall presentation as "gorgeous, ethereal, occasionally menacing".[8]
The game's mission design received mixed reviews. Martin criticized the limited geographical variety of each levels,[49] but Welsh applauded the map variety, adding that each level feels different, as ideas were never identical. He further praised the game's portrayal of nature, describing it as 'elegantly expressed'.[40] Gonzalez added that the game's variety was sufficient, and is successful in keeping the game interesting.[41] Some critics criticized the game's difficulty curve, and added that the later levels can be frustrating as they are significantly more challenging and demand high levels of time management.[8][50] Winterhalter however, criticized the first half of the game, calling it a "tutorial" that must be endured before reaching the better missions, while describing the latter half as addictive.[38] Justin McElroy from Joystiq added that the natural disasters featured are way too unpredictable, and lamented that the game had failed to provide players enough clues when the player failed and destroyed the entire tribe in this game.[46] Tom Francis from PC Gamer also echoed similar statements, where the game seldom notify players their mistakes, and that levels are excessively trial-and-error and feel too stressful for players to play.[47] Jamin Smith from VideoGamer.com criticized the mission structure and objectives for being unrewarding and lacking a sense of progression.[48]
Opinions regarding the game's Challenge Mode were mixed. Some critics considered the mode a gratifying and challenging experience,[49] whereas other critics praised the mode for successfully extending the game's longevity, providing great puzzles, and adding more content to the game.[10][45] Welsh, however, criticized the mode, and considered it a forced mode added to satisfy the use of Xbox Live leaderboards.[40] Gonzalez added that most players are most likely going to focus their time on the main story mode, though the challenge mode succeeds in giving players "light" entertainment.[41]
Criticisms were generally directed to the game's artificial intelligence, where the tribespeople have trouble pathfinding and are often stuck in places, leading to players' frustration.[10][41][46][48][49] The problem significantly worsened by the end of the game, as the later levels are particularly challenging.[51] The game was also criticized for its camera angles, which were described as "limited".[43][45]
The PC version received less favorable reviews overall. Critics of the PC version noted the unrefined controls, limited framerate to 30 FPS, and a lack of anti-aliasing or other advanced graphics options. Ubisoft's DRM for the game in particular received many complaints, since a constant Internet connection is required when launching the game, even though it was initially reported that the game would simply require a one-time-only activation.[47][52] There are also a large number of reports that the PC version has crashing issues, glitches and a small bracket of supported graphics cards, rendering the game unplayable for some.[53] Ubisoft later announced that they were developing a patch that would enable offline authentication, and players who are unwilling to wait can ask for a refund.[54]
From Dust became Ubisoft's fastest-selling digital games upon release, with its sales exceeding the previous record holder by 45%.[55] As of December 2011, the game has sold over 500,000 copies across platforms since its initial release. Ubisoft was satisfied with the game's sales.[56] Despite the game's success, no sequel was planned.[57]
References
- 1 2 3 4 5 6 7 8 9 10 Donlan, Christian (16 March 2011). "From Dust hands on". Eurogamer. Retrieved 26 May 2011.
- 1 2 3 Varanini, Giancarlo (18 August 2010). "From Dust: First Impressions". GameSpot. Retrieved 27 May 2011.
- 1 2 3 Fahey, Mike (20 August 2010). "God Plays Ball In From Dust". Kotaku. Retrieved 27 May 2011.
- ↑ "Interview: Eric Chahi". Edge. 16 August 2010. Retrieved 26 May 2011.
- 1 2 3 4 5 6 Orland, Kyle (19 August 2010). "Interview: From Dust creator Eric Chahi and Guillaume Bunier, producer". Joystiq. Retrieved 26 May 2011.
- ↑ Holmes, Jonathan (2 October 2010). "The return of a master: Eric Chahi's From Dust". Destructoid. Retrieved 28 May 2011.
- ↑ "From Dust Q&A". Ubisoft. 16 March 2011. Retrieved 26 May 2011.
- 1 2 3 4 5 6 MacDonald, Keza (26 July 2011). "From Dust Review". IGN. Retrieved 22 April 2015.
- ↑ Houghton, David (16 March 2011). "From Dust: The Best New Sandbox Game Of 2011". GamesRadar. Retrieved 24 April 2016.
- 1 2 3 4 5 Watters, Chris (26 July 2011). "From Dust review". GameSpot. Retrieved 12 April 2015.
- ↑ Sharkey, Mike accessdate=2011-05-27 (16 June 2010). "Ubisoft Details Project Dust". GameSpy.
- ↑ Fletcher, JC (30 June 2016). "Chahi: Project Dust is like building sandcastles, with more lava". Engadget. Retrieved 24 April 2016.
- 1 2 Orland, Kyle (17 August 2010). "How Project Dust's world-building world was built". Joystiq. Retrieved 26 May 2011.
- 1 2 3 4 5 6 7 8 Sheffield, Brandon (17 August 2010). "GDC Europe: Eric Chahi Talks Convergence Of Technology And Design In Project Dust". Gamasutra. Retrieved 28 May 2011.
- ↑ "GDC Europe Reveals Chahi Lecture, ESA, Quantic Dream Talks". Game Developers Conference. 2 July 2010. Retrieved 26 May 2011.
- ↑ Pakinkis, Tom (30 March 2011). "From Dust: 'PSN and Xbox Live have allowed us to do something creative'". Computer and Video Games. Retrieved 26 May 2011.
- 1 2 3 Nelson, Randy (30 September 2010). "Sales will dictate if From Dust gets multiplayer, level editor". Joystiq. Retrieved 26 May 2011.
- ↑ Elliott, Phil (4 August 2010). "Ubisoft's Eric Chahi". Gameindustry.biz. Retrieved 24 April 2016.
- ↑ Sinclair, Brendan (7 July 2011). "From Dust settles on PC July 27". Gamespot. Retrieved 7 July 2011.
- ↑ McElroy, Griffin (7 July 2011). "From Dust moves from Xbox 360 to PC on July 27". Joystiq. Retrieved 7 July 2011.
- ↑ Senior, Tom (7 July 2011). "From Dust release date announced, new trailer beats back a tidal wave". PC Gamer. Retrieved 7 July 2011.
- ↑ Sinclair, Brendan (25 July 2011). "From Dust on PC delayed to August 17 - Retail Radar". GameSpot. Retrieved 24 April 2016.
- ↑ Nagata, Tyler (9 September 2011). "From Dust PSN release date announced". GamesRadar. Retrieved 24 April 2016.
- ↑ Purchese, Robert (23 May 2016). "From Dust playable in Google Chrome browser". Eurogamer. Retrieved 24 April 2016.
- 1 2 3 "Question and answers with Project Dust Creative Director Eric Chahi". Ubisoft. 15 June 2010. Retrieved 28 May 2011.
- ↑ Benson, Julian (20 November 2016). "The Challenge Of Trying To Be An Indie Within Ubisoft". Kotaku. Retrieved 24 April 2016.
- ↑ Totilo, Stephen (28 June 2010). "Someone Talented Is Making Video Game's Best Volcano". Kotaku. Retrieved 24 April 2016.
- 1 2 Sheffield, Brandon. "The Core Of From Dust". Gamasutra. Retrieved 24 April 2016.
- ↑ Bertz, Matt (6 May 2011). "From Dust Developer Diary Showcases Stunning Art Direction". Game Informer. Retrieved 24 April 2016.
- 1 2 3 4 5 6 7 "Q&A 'From Dust Art Direction'". Ubisoft. 7 October 2010. Retrieved 26 May 2011.
- ↑ Robinson, Martin (28 December 2016). "Games of 2011: From Dust". Eurogamer. Retrieved 24 April 2016.
- 1 2 3 Yin-Poole, Wesley (3 November 2011). "Eric Chahi on From Dust, Peter Molyneux and what's next". Eurogamer. Retrieved 24 April 2016.
- ↑ Totilo, Stephen (28 June 2010). "Someone Talented Is Making Video Game’s Best Volcano". Kotaku. Retrieved 27 May 2011.
- ↑ McWhertor, Michael (27 May 2011). "Controlling the Breath of a God with From Dust". Kotaku. Retrieved 28 May 2011.
- 1 2 "From Dust for Xbox 360 critic reviews". Metacritic. CBS Interactive. Retrieved 22 April 2015.
- 1 2 "From Dust for PlayStation 3 critic reviews". Metacritic. CBS Interactive. Retrieved 22 April 2015.
- 1 2 "From Dust for PC critic reviews". Metacritic. CBS Interactive. Retrieved 22 April 2015.
- 1 2 Winterhalter, Ryan (26 July 2011). "From Dust review (Xbox 360)". 1UP.com. Retrieved 12 April 2015.
- 1 2 Sterling, Jim (24 April 2016). "From Dust review". Destructoid. Retrieved 24 April 2016.
- 1 2 3 4 5 Welsh, Oli (27 July 2011). "From Dust review: Earth to Earth". Eurogamer. Retrieved 22 April 2015.
- 1 2 3 4 5 6 Gonzalez, Annette (27 July 2011). "From Dust review: Ubisoft’s God Game Is A Breath Of Fresh Air". Game Informer. Retrieved 22 April 2015.
- 1 2 Bischoff, Daniel (26 July 2011). "From Dust review". Game Revolution. Retrieved 22 April 2015.
- 1 2 3 Meunier, Nathan (22 August 2011). "From Dust Review". GameSpy. Retrieved 24 April 2016.
- ↑ Grimm, Michael (26 July 2011). "From Dust review". GamesRadar. Retrieved 22 April 2015.
- 1 2 3 4 Shoemaker, Brad (26 July 2011). "From Dust Review". Giant Bomb. Retrieved 22 April 2015.
- 1 2 3 4 McElroy, Justin (26 July 2015). "From Dust review: It's hard out here for a god". Joystiq. Engadget. Retrieved 22 April 2015.
- 1 2 3 Francis, Tom (26 July 2015). "From Dust review". PC Gamer. Retrieved 22 April 2015.
- 1 2 3 Smith, Jamin (26 July 2015). "From Dust Review for Xbox 360". VideoGamer.com. Retrieved 22 April 2015.
- 1 2 3 4 5 6 Martin, Liam (26 July 2011). "From Dust is a staggeringly beautiful and utterly captivating God simulation.". Digital Spy. Retrieved 24 April 2016.
- ↑ Hargraves, Roger (25 July 2011). "From Dust review". Metro. Retrieved 24 April 2016.
- ↑ Cowan, Nick (10 August 2011). "From Dust – review". The Guardian. Retrieved 24 April 2016.
- ↑ John Walker (18 August 2011). "From Dust DOES Need Online, Badly Ported". Rock, Paper, Shotgun. Retrieved 19 August 2011.
- ↑ Senior, Tom (19 August 2011). "From Dust DRM requires internet connection to launch, players experiencing bugs and crashes". PC Gamer. Retrieved 24 April 2016.
- ↑ Orry, James (24 August 2016). "Ubisoft offering From Dust Steam refunds". VideoGamer.com. Retrieved 24 April 2016.
- ↑ Orry, Tom (5 August 2011). "From Dust breaks Ubisoft digital sales record". VideoGamer.com. Retrieved 24 April 2016.
- ↑ Dutton, Fred (2 December 2011). "From Dust sells 500,000 on PSN, XBLA". Eurogamer. Retrieved 24 April 2016.
- ↑ McEloy, Griffin (11 April 2011). "Chahi: No plans for From Dust 2, new game will take a year or two". Joystiq. Retrieved 24 April 2016.
External links
|