GamesAdventureIn Dustborn, the quiet moments speak loudestWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesAdventureIn Dustborn, the quiet moments speak loudestWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Red Thread Games)

Dustbornis a game with a lot going on. A complex, politically messy alternate-earth setting, persecuted misfit heroes with vocal-based superpowers (it’s all rather X-Men, social justice commentary and all), conspiracies, adventures, a heist getaway plan that includes a pop-punk band tour across America—all of that and a bag of chips, wrapped in a sharp comic book aesthetic and told through a mixture of bantery, Bioware-ish RPG-lite action and Telltale-style episodic decision making.
Dustborn makes negative space a primary feature. It dedicates an uncommon amount of its (respectably beefy) play-time to just sitting down and talking through recent events with your crew. Lengthy after-action camping sequences divide episodes of adventure, and even during tense encounters characters will stop for a breather to talk through their feelings about the situation and each other. No gruff action-men conveying all their thoughts and feelings with a grunt and a nod here; superpowers aside, these are soft and fragile people with things to say, and the game gives them plenty of time to say it.
Talking heads
Negative space has always been an important part of games, especially when there’s a lot of plot or game mechanics to digest. Our squishy, porous brain-meats need time to properly sort, collate and comprehend what they’ve been up to. Often, this just takes the form of busywork, be it long travel times or inventory shuffling. It gives theplayersroom to breathe, but the cast are often expected to do a Hollywood walk-and-talk, ideally with the snappiest possible banter. Dustborn goes its own way and dedicates what feels like almost half its length to making these quiet segments memorable in their own way.
(Image credit: Red Thread Games)

While many of these sequences can be tapped out of early or even skipped entirely, I feel that they’re the heart of the experience. Each camp-site or location to sit down is a bespoke environment, often featuring the characters in fresh outfits and new poses. As the characters occupy themselves with their own hobbies and obsessions, you get to wander around and listen to them chatting, or sit down for a one-on-one and see how they’re feeling.
These quiet moments aren’t without mechanical value in Dustborn, either. Each of your crew have several named facets to their personality which can be encouraged or suppressed through dialogue choices. The game is keen to stress that none are explicitly good or bad—they’re just different ways for the story to play out. Those personality profiles offer different dialogue during quieter moments, but they can also determine what options are available during adventure sequences. When stranded on a highway with no easy routes out, stealing a truck might be an option if you’ve encouraged your party engineer’s more pragmatic side. But if you’ve nurtured their idealistic streak, they might reject that plan, forcing a search for an alternative solution.
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(Image credit: Red Thread Games)

Fundamentally, it’s nothing new. Plenty of games have echoed the party member moments that BioWare made famous with Mass Effect and Dragon Age; the recent Baldur’s Gate 3 had its share of campsite conversations when your companions weren’t frantically trying to jump your bones. But Dustborn feels like a more extreme extrapolation, using the downtime to properly deconstruct and analyze itself through the lenses of its diverse and often disagreement-prone band of heroes. It’s not a trick that every game can pull off, and the indulgently long dialogues aren’t something that other mediums could easily manage.
It won’t be Dustborn’s clumsy combat sequences that’ll see me through to its end. It’ll be its characters, and the meandering conversations we share in the moments between.
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