Reviewer’s Note: Given the sizable number of story critiques, it’s impossible to avoid SPOILERS. Read on at your own risk.
For a developer who’s stuck with familiar adventure trappings (Dreamfall Chapters, Draugen), Red Thread Games certainly swings for the fences here. In this fictional Divided States of America, Jackie Kennedy takes the bullet meant for John F. Kennedy in Dulles, Texas, which inspires The President to create a new federal authority called “Justice”. The decline into fascism during his decades-long tenure – whether intentional or not – eventually Balkanizes the Republic. As a result, most former Americans are either governed by JFK’s tyrannical regime or mysterious tech-bro authoritarians called “The Puritans”. Considering this backdrop alongside this studio’s first dip into more substantial gameplay mechanics, Dustborn is primed to either rise above or crumble under such heightened pressure.
Fast-forward several decades and step into the shoes of Pax, a young woman deemed criminal because of her supernatural ability to influence people with her voice. Whether called “Anomal” or “Divergent” depending on in-/out-group dynamics, the story remains the same: a nationwide radio broadcast afflicted select individuals with strange powers. How that power (or “Vox”) is expressed varies between Anomals – think a more-constrained variety of The X-Men, but they’re all equally viewed as dangerous. With a chance of escaping both militarized factions, Pax and her crew steal important Puritan data in former California and drive cross-country to Nova Scotia, Canada.

The heat is on this squad from the start, and that’s loudly emphasized. There’s a tinge of satisfaction when utilizing Pax’s first Vox to silence everyone in the getaway car; it’s a shame that couldn’t have been spammed throughout Dustborn’s entirety. The peripatetic lifestyle with Sai, Noam, Theo, and eventually others isn’t ideal, but there’s no other way forward. In for a penny, in for a pound. To get into – let alone make it across – Justice Territory relies on them pretending to be a touring punk rock band, squeezing in scheduled gigs whilst discreetly meeting with illegal resistance libraries that maintain underground Internet hubs.
There’s an interesting duality here: society’s most oppressed having their voice be a superpower. It’s rather appropriate, then, that the biggest gameplay pie slice is conversational. Dialogue trees emulate TellTale’s shtick with a cel-shaded comic book style – sometimes littering the screen with several different fonts – while supplementary rhythm segments are about matching face buttons in sequence. The latter has grown into a meme itself, both in its bland mechanics and godawful song lyrics. It’s hard to undersell how a theme song that awkwardly ties their plight to other downtrodden classes while also cheerily arousing replacement anxieties could sound so tone-deaf. Imagine Magneto writing a mutant-supremacist ballad and his band being unironically framed as heroes. Perhaps it’s fitting how the crew’s first public show is to border guards.
This unofficial concert can go in one of two directions. Blowing it results in a guard lazily extolling the “keep politics out of your art” argument to them. Easy to see where this is going. Of all the shoe-horned parallels between certain gamers and fascists, exploiting that phrase despite Mussolini and Goebbels believing the exact opposite will always be exceptionally stupid. Succeeding, on the other hand, depicts that same guard effectively say “I’m something of a rebellious spirit myself”. So, in this context, the goose-stepping foot soldier’s negative response was to avoid saying they sucked. Even with its progressively-minded motifs in full view, the muddled script can’t follow through on its simple convictions.

Stepping back to its TellTale-esque mix of dialogue and casual puzzle-adventure further degrades its writing. Pax’s different Vox include “Trigger”, “Cancel”, and so on, which cause different conversational effects. It’s fair to recoil at this Tumblr-fuelled ham-handedness in an alternate history, especially given how they’re discovered. Pax’s ME-EM Device (aesthetically similar to an old Game & Watch) enables her to view the world differently and spot misinformation entities freely floating around or infecting other people’s minds. The design template makes sense: encourage exploration of each area and wrangle a few interdimensional beings that gate new moves.
As usual, Dustborn makes this conceit so grating by inundating itself with progressive evangelicalism. Even as someone who acknowledges & respects socio-political biases informing a creative’s work, pushback against its execution is always warranted. In this case, making Pax a Disinformation Ghostbuster to free victims from thinking in circles about vaccine conspiracies, government surveillance, etc. is lazy navel-gazing at best. Specifically, framing government paranoia this way is rather suspicious from a team that received grants from the EU and Norwegian Film Institute. The Snowden Files are over a decade old. Even if public funding didn’t influence Red Thread’s quasi-agitprop (they’ve received small grants before), their authenticity can’t help but come into question.
Questionable authenticity could be seen as a running theme, which is surprising given director/lead writer Ragnar Tørnquist’s past work on the acclaimed Dreamfall series. In that respect, Dustborn does have a reliable plot foundation: beginning on tension, overcoming setbacks, and so on. Everything around said beats though feels so poisoned by artifice, as if more driven to make statements conjured up in the shower than authentic storytelling. There’s more airtime given towards proper pronoun etiquette of a sentient robot and a mute child than one of the most pivotal enemy factions. There are constant reminders about outside threats whilst never substantially addressing Pax’s emotional manipulation. Its anticlimactic finale and forced deus ex machinas can’t help but feel like natural by-products of a thematically-confused and intrinsically-hollow core.

In the abstract, this cross-country odyssey works in segmenting various characters’ alleged growth. Almost each chapter – which is structured like a numbered comic book issue – is a short story in a new environment with a potential gameplay wrinkle or two thrown in before recouping for the night. The player’s being settled into a familiar tempo: rehearsing some songs, chatting with the crew, potentially gifting someone viands or memorabilia, and so on. The words stated and things gifted can influence their “Coda” and, subsequently, where they end up in the finale. An otherwise functioning system tied to something not worth caring about.
It’s hard to pay attention to – let alone invest in – such an interminable slog. After the hastened opener, almost every subsequent chapter is like wading through molasses. For the sake of having one more small hurdle or one more quip-laden setup, plot progression advances at a snail’s pace. Without the option of skipping (most) dialogue, all of this filler inflates its prodigious eighteen-hour runtime. Dialogue is an acquired taste in the same way Hawaiian Pizza is. With special exception to two side characters (of the dozen-plus here), most words spoken are emotionally-overwrought palavers with corny humour. Whether fighting, chilling, or simply walking, every goddamned minute has to have someone spouting words – no matter how annoying or vacuous they sound. The two worst ways to fill an audio void: nails scratching against a chalkboard or Sai opening her mouth.

The final big piece of this putrid gameplay gumbo is character action. The bones are quite familiar: over-the-shoulder camera that gets a bit too close, a magnetized bat reminiscent of Kratos’ Leviathan Axe, an emphasis on cooldown abilities, and side characters fighting alongside. Each characters’ Vox abilities naturally transplant to these bouts; whereas Pax’s “Block” in dialogue will silence anyone nearby. Enemies within that shout’s area-of-effect are temporarily frozen. Depending on whom she’s teamed up with, certain Vox can be paired together – a befuddling spell like ‘Hoax’ paired with a certain party member can fool them into thinking they’re on fire, resulting in damage over time.
On paper, the foundation seems fine; hell, even Pax’s expanding Vox kit from her ME-EM handheld is a sound pacing mechanism. Execution is a far different story. For starters, this ranks among the most kinaesthetically unpleasant action games in recent memory: disruptive framerate dips, contorted animations from wonky enemy targeting, stiff & unreliable camera, the list goes on. “Imagine Norse God of War but worse in every way” would be a fitting tagline. Retaining its closest inspiration’s bigger foibles (sloppy hit magnetism and shallow combat arenas for example) while exasperating such repetitive button-mashing highlights why its easiest difficulty limits the amount of enemies.

Even if quick to get through its rotten combat, selecting less enemies feels antithetical to its own goals. Taking the fight to as many fascists wherever possible seems more in spirit with Dustborn’s ethos. Making it so effortless and flat on any difficulty only cements where it went wrong. With Pax, there’s no tension since she quickly regenerates health during combat and has no Game Over screen. Her fail state is the equivalent of a quick nap before a teammate helps her up. And for a game so tied to the power of one’s voice, fights against robots (who’re unaffected by all Vox) limits its sparse tactical dynamics even further. About the only credit worth giving is the optional removal of obnoxious combat banter, so that at least its raucous audio is limited to poorly-balanced sound effects and stale background music.
When it’s all said and done, what’s left is a strange – if admittedly ambitious – goulash of superhero antics, cross-country vistas, and budding relationships that feel uniquely boring. Red Thread so desperately wants to tackle the troubled soul of modern America whilst also batting around enemies with powers and snark in a cel-shaded dystopia. It can’t really make any meaningful commentary because its allusions are so softened and confused. Being an Anomal is less like a targeted minority and more of an aesthetic, akin to a spiked leather jacket. Dustborn is that jacket littered with corporate logos: not merely superficial, but also achingly insincere.






Oof, Pax and her “fight against fascism” – why play the game when you can take you information about Dustborn from grifter videos on Youtube?
I’m not following. How is that description wrong?
The game includes Pax and fascists, but it does not depict Pax’s fight against fascism. Statements like that suggest you spent more time consuming other peoples’ takes about “Dustborn” than actually playing it. Here’s a different example you can verify quickly:
You claim Pax sings “we’re going to replace you.” She does not. That line isn’t in the song. You’re repeating disinformation from other people.
There’s about five more such examples in the review.
-“The game includes Pax and fascists, but it does not depict Pax’s fight against fascism.”
I mean… at that point you’re playing semantics with what’s accepted as a generalized phrase. A huge portion of combat is Pax batting away Justice officers; moreover, she’s meeting up & assisting resistance libraries that try to fight Puritan & Justice forces in often non-combative ways. But even viewing it more broadly, like against power structures, I don’t think that’s correct either. The Proto-Language adds new stakes that directly threaten each enemy faction’s existence. It’s framed as a way of re-shaping reality. I don’t see how striving to destroy fascism’s continued existence in Dustborn’s America isn’t a “fight” against it.
Maybe I’m misunderstanding how you interpret “fighting against fascism”, but I doubt I’ll accept the way you’re framing it.
-“You claim Pax sings “we’re going to replace you.” She does not. That line isn’t in the song. You’re repeating disinformation from other people.”
She all but essentially says that though, but okay? I’ll link the lyrics here: https://genius.com/The-dust-born-band-were-the-dust-born-lyrics
My intention with the quote marks there was similar to the “I’m something of a rebellious spirit myself” meme stated later in the review. But perhaps there’s a better way of getting that point across.
Quick correction: “I’m something of a scientist myself” meme (from Spider-Man).
When Pax engages in combat with Justice or cooperates with the libraries, it’s because she’s on a paid mission and Justice get in her way with that (or in one instance, threaten a child). Painting this as a “fight against fascism” is a semantic distortion. You’re presenting her as as a political activist, which serves whatever story you and/or the people you’re repeating would like to tell, but it isn’t grounded in the actual game.
Sure, let’s all play innocent sheepies. “replacement” is a not strongly loaded term in certain bubbles, and suggesting the writers are tone-deaf for it using that way doesn’t require the word to be actually present in the song, as your quotation marks suggest. “Eclipsing” them hasn’t quite the same ring, eh?
-“You’re presenting her as as a political activist, which serves whatever story you and/or the people you’re repeating would like to tell, but it isn’t grounded in the actual game.”
As I anticipated, this framing is one I simply don’t accept. For starters, the end of my 2nd paragraph briefly touches on this stolen data as a way out of Puritan and Justice territory, so I haven’t disregarded their work as being transactional. But, at the same time, just because her starting goal is more mercenary in nature doesn’t mean no other motivation factors in, right? Both Pax and OG crew members clearly exhibit greater interest in this fight against Justice & Puritan than simply getting paid and leaving America behind. You can even look at most characters’ Coda and see how this journey serves as a stepping stone to grander goals of resistance after the credits roll.
And, to echo my previous comment, Pax’s story evolves once The Proto-Language comes into frame. It’s consistently established as the closest thing to God in this universe. Knowing it has the power to topple these oppressive structures, taken alongside the combative & non-combative resistance to Justice, using “fight against fascism” seems well within reason. If it looks, walks, and quacks like a duck, odds are it’s a duck.
-” “Eclipsing” them hasn’t quite the same ring, eh?”
Now you’re just playing dumb. The opening verse delineates them as, shall we say, The Other (“we look just like you… we’re nothing like you”) as a point of pride. So, there’s already a bewildering line being drawn between Humans and Anomals; plus, the next verse gives off a weird… quasi-creeper vibe? Like, why announce you’re right behind me?
Now for the two bridges supplementing those verses:
” You’re past due
We will eclipse you”
“Your time is past
Your kind won’t last”
Now, as I said, I think it’s fair of me to workshop a better way of critiquing this song without quote marks; past that, nothing here has convinced me the spirit of my critique is wrong. This sounds like something Magneto would write for his band compared to a more unifying song by Prof. Xavier.
The character codas are what happens AFTER the game. So, if a Dustborn 2 was made (I hope it will), then it could be about the fight against fascists.
It’s also fun that you bring the Codas up in a way that is oblivious to the idea that they depend on the player’s choices, which is a core mechanic of the game. If your Pax ends up in a specific coda, it’s because you played her that way. Apparently you didn’t end up in the Expat coda. So, why do you hate fascists that much?
I think it’s fair of me as critiquing your review as repeating disinformation from other people as the use of the word “replacement” in this context is exactly that.
–“The character codas are what happens AFTER the game.”
All of which are influenced by actions taken DURING the game, which is what I’m emphasizing in my previous comment.
–“So, if a Dustborn 2 was made (I hope it will), then it could be about the fight against fascists.”
Oh, so, Dustborn *2* is when the term “fight against fascism” could apply? I mean… c’mon. Just ignore the review for a moment and imagine you’re selling this game to an acquaintance at the store:
“You’ll smash fascists in your way with a bat, meet up with an underground resistance movement, and carry a technology (of sorts) that can potentially upend this tyrannical regime.
…
Umm… sorry, but no. I didn’t say this was a ‘fight against fascism’.”
Once again (again), I can’t help but re-emphasize my broader point about The Proto-Language as well. While, yes, I agree Dustborn’s start frames Pax & OG crew’s motivation as transactional, that doesn’t mean all of their goals remain static. Rather suspicious that you’ve ignored the grander picture I’ve argued (twice) as to why a generalized phrase like “fight against fascism” can easily apply here. Like, if Dustborn’s writing team saw it used out in the wild (absent the negative tone I’ve set here) I doubt any of them would see the issue.
–“It’s also fun that you bring the Codas up in a way that is oblivious to the idea that they depend on the player’s choices, which is a core mechanic of the game.”
You have this strange need to declare I don’t know something about the game when I touch on that aspect in the review itself. It’s not much different than other adventure games or RPGs where your words & deeds can influence companions’ outlook and/or post-campaign destination.
–“I think it’s fair of me as critiquing your review as repeating disinformation from other people as the use of the word “replacement” in this context is exactly that.”
You’re free to critique and I to respond in kind. I mean… to so stridently declare “disinformation” after I’d posted a link to the lyrics is something else, but you do you. I’ll admit I spoke with the editor to tweak that sentence along with the “” quote marks, but the underlying argument remains the same. Nothing you’ve said here has convinced me otherwise.
The actions that you (the player) make during the game can lead to an ending that could be followed by a fight against fascism. But none of the significant plot events of this game – Coda-based or not, Protolanguage-based or not – shows Pax invested in a fight against fascism.
The Protolanguage is foremost a scientific discovery in this game. It could become useful as a weapon in a future fight against the two villain factions of this game – including one referred to as fascists -, but that’s not what actually happens in this game.
If you played Pax like someone who doesn’t care about fascism, you would have ended up in the Expat coda, and who would discard her knowledge of the Protolanguage for a calm life elsewhere.
For the other two codas – well, if you had listened to the dialog, you would have noticed a conversation towards the ending where Ruth asks Pax if she would like to join their mission. Even in the Weave-affirming coda (Librarian), Pax is not fully sold yet.
Your marketing claim is not Dustborn’s actual marketing, but an example of what happened to this game – taking things out of context to prove a point.
Good that at least one piece of disinformation was removed from the review. One echo at one time.
Arousing replacement anxieties – good that you now made it into a statement about you instead of the game itself.
–“But none of the significant plot events of this game – Coda-based or not, Protolanguage-based or not – shows Pax invested in a fight against fascism.”
The framing to make this argument is strangely specific for what’s otherwise a broader phrase in common parlance. You’re making it akin to team sports: Pax has to formally pledge fealty or put on a jersey before one can call a spade a spade. That’s simply not the case. Where this plot for every character starts and ends isn’t fixed and increased stakes build momentum into something that’s *more* than delivering important data.
–“It could become useful as a weapon in a future fight against the two villain factions of this game – including one referred to as fascists -, but that’s not what actually happens in this game.”
Just because said potential killing blow isn’t shown here wouldn’t discount that argument. If we hypothetically transplanted Dustborn’s narrative structure and arguments I’m making onto mercenaries stealing the Death Star plans and delivering them to the Rebellion, the phrasing is noncontroversial.
–“If you played Pax like someone who doesn’t care about fascism, you would have ended up in the Expat coda, and who would discard her knowledge of the Protolanguage for a calm life elsewhere.”
“Doesn’t care about fascism” is such an odd way to view it. Her reflections aren’t that of not caring, but rather seeing the fight as outright hopeless after what she’s experienced; and since she has a child on the way, she naturally flees to greener pastures. Also, getting Expat doesn’t mean your version of Pax was consistently aloof about the system she was fighting her way through either. The 3 ultimate destinations rely on the accumulation of many choices (big & small), some of which could have Your Pax acting more enthusiastic about the bigger fight before doubt seeps in and she hangs up her bat.
–“Good that at least one piece of disinformation was removed from the review. One echo at one time.”
An attempted dig so cringe-inducing it winds up embodying the average Dustborn fan. And, like I said before, the heart of the critique remains the same.
–“Arousing replacement anxieties – good that you now made it into a statement about you instead of the game itself.”
Wildly dishonest to psychoanalyze like that given how I’d previously broken it down, not to mention couching it in neutral language.
You can’t name any significant plot events of a “fight against fascism” because there are no such in Dustborn. Case closed.
What does that even mean? Roughly half of my words in this comment section are about the particulars of why that phrase fits.