You and your foes move one space at a time, in a map designed after the limitations seen in jurassic computers like the Apple II. Just like its main source of inspiration, Dusk ’82 borrows elements from its bigger brother (namely, having to kill a ton of enemies in order to advance to the next level), but in a more puzzle-like aesthetic. Giving credit where credit’s due, they did deliver a tremendous job, given the intentional limitations.ĭusk ’82 is pretty simple in nature: you’re the yellow thing, and you need to kill all red things in order to move to the next level. Dusk ’82, for all intents and purposes, is a spiritual successor to the classic Castle Wolfenstein formula, with very little in terms of quality of life innovations or updates. New Blood Interactive, a company hell-bent on bringing back retro-styled shooters to the masses, did a little side project with their hit title, Dusk, to pay homage to the origins of the Wolfenstein games. It was ridiculously revolutionary for its time, but then again, it was a computer game from 1981: about ten people played it back then, so it was quickly forgotten. It was a limited puzzle-adventure with archaic visuals and an emphasis on stealth and survival. Turns out that Wolfenstein was originally conceived in 1981, for the archaic computers of the time, under the name Castle Wolfenstein. A quick glimpse into gaming history: do you know Wolfenstein 3D, the grandfather of first-person shooters, one of the most revolutionary and important games of all time? Well, that game wasn’t exactly a brand new IP to begin with.
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