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simulation with individual enjoyment, commenting that sometimes: "it would take days to find the right value for gameplay that's also aesthetically pleasing". 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; 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. With each rule, the layers accumulate to the point at which the developers are able to create an entire landscape. According to Chahi, simulation is the most challenging part of the game, as it requires developers to put much effort into
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happened to their old tribe. By helping the tribe to find the different totems scattered on a map, they can 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, by repelling water and fire for example. When the tribe successfully builds villages next to every totem, a portal will open and the player can proceed into the next map. 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.
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island, the players are given the chance to place the totem around the island and create and form 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. As the game closes, the narrator ends the story with the words: "And here we are, as on the first day."
699:. Once the development was underway, Montpellier even recorded audio from a real volcano for inclusion in the game. Nature and cycle were some of the most important key elements of the game. The team intended to create different cycles and loops that would result in 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.
788:. 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". When asked the meaning of the game's title, Bunier remarked that "it's just another universe, another place, something people create from dust". Separately, Chahi commented that the game centered on the fragility of life and brevity of humankind.
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1294:"elegantly expressed". Gonzalez added that the game's variety was sufficient, and is successful in keeping the game interesting. 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. 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.
577:, 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.
687:. The scenery, and the power of the volcano, which was extremely active at the time, fascinated and scared him. Chahi, still intending to make another video game "before died", hoped that his next project could convey the: "ambivalence of Nature, beautiful and potentially violent at the same time". Becoming more and more interested in the world's natural forces, Chahi went on to visit different volcanoes, including
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However, after the summoning, the tribe desperately want answers to their questions, and have a strong desire to recover the lost knowledge. The Breath then guides the tribe to different totems allowing them to perform rituals and to construct villages and settlements. A passage will unlock and allow the tribe to discover new lands and places.
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became
Ubisoft's fastest-selling digital game upon release, with sales exceeding the previous record holder by 45%. As of December 2011, the game had sold over 500,000 copies across platforms since its initial release. Ubisoft was satisfied with the game's sales. Despite the game's success, no sequel
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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. Chahi stated that
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Challenge mode employs similar gameplay to that of the Story mode. The difference is that the gameplay for
Challenge mode is faster-paced, offers more puzzles, and sacrifices any storyline in this mode. It consists of 30 levels and players must fulfill certain conditions before succeeding. Each level
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Opinions regarding the game's
Challenge Mode were mixed. Some critics considered the mode a gratifying and challenging experience, whereas others praised the mode for successfully extending the game's longevity, providing great puzzles, and adding more content to the game. Welsh, however, criticized
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was a "solo experience", although if the game's sales were promising, he indicated that the team would consider introducing an editor or a multiplayer mode. He stated that he had "many ideas" regarding new features, and a possible franchise, though he was more inclined working on video games without
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Criticisms were generally directed at the game's artificial intelligence, where the tribespeople have trouble pathfinding and are often stuck in places, leading to players' frustration. The problem worsened significantly by the end of the game, as the later levels are particularly challenging. The
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added that such controls made the game relatively relaxing to play. The game's simulation received critical acclaim. As it allows players to modify the terrain freely, and there are multiple solutions to a problem, many reviewers believed that the game encourages creativity, and that it is a "true
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system for the villagers, where players could witness their births, growth, and their eventual death. The system was dropped as it required accurate animation that the system was too sophisticated to handle. The team also had more wildlife planned for the game but it was dropped. Despite having to
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was taken partly to avoid distribution and manufacturing costs, but also to enable creative options for the team and to allow for future features, such as a world editor, multiplayer, or other enhanced content later in the development cycle. Guillaume Bunier, Ubisoft's producer, acknowledged that
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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
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s story revolves around a tribe which has lost the knowledge of their ancestors – The
Ancients. They find themselves located in unknown territory. To solve this problem, the tribe gathers and summons "The Breath", controlled by the player, hoping that it will help them to communicate with nature.
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has the option of two main game modes, one being the Story mode, 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
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in 2006. According to Chahi, it was not difficult to convince
Ubisoft to fund the project, though initially there was hesitation and the proposal was rejected. After the company reversed its decision, the team spent approximately two years meeting with the key people within Ubisoft; development
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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. There were also a large number of reports that the PC version had
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hoping players would interact with the environment and simulation, and not treat those elements as a background. Many original concepts, such as natural disasters, remained intact in the final game. Other influences for the game include Conway's Game of Life, a mathematical model of the 1970s,
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The game's mission design received mixed reviews. Martin criticized the limited geographical variety of each level, 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
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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. Chahi emphasised the difficulty of balancing this technical
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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". Volcanic eruptions, explosions, and lava flows, function in a way similar to actual volcanoes, such as
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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.
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crashing issues, glitches, and a small bracket of supported graphics cards, rendering the game unplayable for some. Ubisoft later announced that it was developing a patch that would enable offline authentication; players who were unwilling to wait could ask for a refund.
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became a "huge success", Bunier suggested that the company could do another, disc-based version. When questioned about the suitability of the game for the console market, he responded by observing that other atypical games were successful on such platforms, notably
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the mode, and considered it a forced mode added to satisfy the use of Xbox Live leaderboards. Gonzalez added that most players are likely going to focus their time on the main story mode, though the challenge mode succeeds in giving players "light" entertainment.
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and help them to seek their lost knowledge. With a spherical cursor, the user controls certain types of matter 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
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The game's gameplay was commented on positively by critics. Its controls were praised for being simple, intuitive, accessible, and smooth, though some critics noted that the cursor sometimes suffers from fidgeting and lacks precision. Liam Martin of
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omit these features, Chahi claimed that he was pleased with the final product. He believed that the team had done a tremendous job expressing the relationship between humans and nature with the simulation features included in the final game.
354:. Players can help the tribespeople to overcome challenges including finding different totems and overcoming natural disasters. In addition to the story mode, the game features a Challenge mode which offers a shorter, but harder experience.
891:(HUD), and instead chose an abstract form, 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. The game originally featured a
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was originally doubtful about the project but was later convinced by Chahi. The game was made by a small team within the
Montpellier studio, so was considered an independent game produced by a large publisher. The game was announced at
421:. The game was a commercial success for Ubisoft, selling over half a million copies and became Ubisoft's fastest-selling digital game. Despite its success, Chahi confirmed that he will not return to develop a sequel.
909:, Chahi posted that the developers would eventually add a real-time weather simulation feature to the game, although the developers may not package it with the initial release. In September 2010, Chahi stated that
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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
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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. Tom Francis of
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The PC version received less favorable reviews overall. Critics of it noted the unrefined controls, limited framerate to 30 FPS, and a lack of anti-aliasing or other advanced graphics options. Ubisoft's
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would evolve as they discovered "their world and their past". The game utilizes a rich color palette, which allowed the team to create strong color contrast and to "express the beauty of nature".
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extinguished, and lava flows diverted. 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.
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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.
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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. Tribal
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and camera angles. Opinions on the game's Challenge mode and mission design were polarized. The PC version of the game fared worse than other platforms for its technical issues and
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used on the Vanuatu islands, and indicated that music was "a key part in the gameplay and design". While tribes do not develop technologically, the team decided that their
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The game's visuals were also praised. The natural disaster scenes were described as breathtaking and stunning, with critics being impressed by the game's sense of scale.
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properly began in January 2008. The team initially only had three people, but it was expanded to about 15 to 20 people, which was considered a small team for Ubisoft.
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The game received a generally positive reception on release, with critics praising the game's physics, simulation, openness and graphics, while criticizing the game's
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334:, 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
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671:-oriented. However, the independent game's importance diminished by 2006, so Chahi decided to work with a publisher instead. He presented the concept to
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484:, shortly before they occur. These disasters can be inhibited through creative, physical manipulation of the environment: a tsunami can be jellified,
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s Oli Welsh echoed this comment as he further described the game's visuals as "strange" and "organic", comparing it to the work of French cartoonist
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While discussing the game's visual elements and art direction, developers revealed that they used several locations on Earth, such as the
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A crucial aspect of the user interface is the sphere, which players use to manipulate aspects of the environment, such as water.
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demands. Chahi added that the game's programme is similar to that of VS Assembly, where the computation will be stored in the
585:"some people would not be able to play it", but argued that the majority of individuals interested in the game would be using
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elements in the game. Tribal worship, totems, and animal-shaped monuments are examples of the quasi-religious characters of
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the terrain. Physical changes to the world occur extremely rapidly, allowing players to restructure islands within minutes.
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ranks the PC, PlayStation 3, and Xbox 360 versions of the game with scores of 76, 80, and 81, respectively. The creator of
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811:. The core of the game is that players are "giving powers to people". However, the team later shifted the format to a
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echoed similar statements, that the game seldom notified players of their mistakes, and that levels are excessively
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which shows slow motion and time-lapse footage of cities and many natural landscapes across the United States.
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of the tribespeople, were left out of the game because of the huge amount of work they would require.
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for objects like rivers and volcanoes, as they hoped that it would flow dynamically and naturally.
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3239:"From Dust DRM requires internet connection to launch, players experiencing bugs and crashes"
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representing mystery and uniqueness. Gentile commented that after the developers researched
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described the game's overall presentation as "gorgeous, ethereal, occasionally menacing".
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similarly appreciated the visuals and the morphing effects, while Keza MacDonald of
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game was also criticized for its camera angles, which were described as "limited".
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marked the return of Éric Chahi to the video game industry following an extended
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780:, Chahi emphasised that the developers tried initially to avoid including overt
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3107:"From Dust is a staggeringly beautiful and utterly captivating God simulation"
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as sources of inspiration. The team also worked with science fiction novelist
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at E3, and the appointment of Éric Chahi as the Creative Designer. Codenamed
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1760:"Chahi's 'Project Dust' Renamed 'From Dust,' Shown off in Tech Demo Trailer"
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was released for the Xbox 360 on 27 July 2011. It was later released for
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1510:"Interview: From Dust creator Eric Chahi and Guillaume Bunier, producer"
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2077:"From Dust release date announced, new trailer beats back a tidal wave"
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2213:"Question and answers with Project Dust Creative Director Eric Chahi"
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667:. In the past, Chahi self-produced video games, as the PC market was
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to explore other interests, and subsequently developed a passion for
651:'s eruption inspired Chahi to develop a game based on natural forces.
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3367:"Chahi: No plans for From Dust 2, new game will take a year or two"
1875:"GDC Europe: Eric Chahi Talks Convergence of Technology And Design
1793:"Chahi: Project Dust is like building sandcastles, with more lava"
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761:. Chahi remarked that the team had drawn inspiration from various
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would utilise their superior capacity to operate the simulation.
1947:"Sales will dictate if From Dust gets multiplayer, level editor"
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2838:"From Dust review: Ubisoft's God Game Is A Breath of Fresh Air"
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375:. The project was created as a result of his fascination with
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criticized the game for its lack of a free sandbox mode, and
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game, but with elements like lava. On 16 August 2010, during
2381:"From Dust Developer Diary Showcases Stunning Art Direction"
1911:"GDC Europe Reveals Chahi Lecture, ESA, Quantic Dream Talks"
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to create the game's world. Bruno Gentile, Art Director of
2497:"Eric Chahi on From Dust, Peter Molyneux and what's next"
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According to Chahi, he was inspired by his 1999 trip to
2279:"The Challenge of Trying To Be An Indie Within Ubisoft"
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in 1989. The development team used the proprietary LyN
2530:"Someone Talented Is Making Video Game's Best Volcano"
2312:"Someone Talented Is Making Video Game's Best Volcano"
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On 14 June 2010, Ubisoft announced the development of
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2110:"From Dust on PC delayed to August 17 - Retail Radar"
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developed the idea of a large mask, constructed from
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The Adventures of Tintin: The Secret of the Unicorn
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1829:"How Project Dust's world-building world was built"
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807:According to Chahi, the game began its life as a
453:environment in an effort to save and enlighten a
3025:"From Dust review: It's hard out here for a god"
2563:"Controlling the Breath of a God with From Dust"
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2044:"From Dust moves from Xbox 360 to PC on 27 July"
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1543:"The return of a master: Eric Chahi's From Dust"
612:(PS3). The OnLive game system, the PS3, and the
3303:"From Dust breaks Ubisoft digital sales record"
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580:Ubisoft's decision to release the game via the
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1652:"From Dust: The Best New Sandbox Game Of 2011"
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914:the support of a big publisher in the future.
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2176:"From Dust playable in Google Chrome browser"
561:. Chahi described the game as playing like a
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1313:and feel too stressful for players to play.
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1266:called the manipulation mechanic "boring".
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3272:"Ubisoft offering From Dust Steam refunds"
3206:"From Dust DOES Need Online, Badly Ported"
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1235:, also had a good impression of the game.
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1254:games. However, Ryan Winterhalter from
1223:received generally favourable reviews.
369:after the completion of his last game,
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3334:"From Dust sells 500,000 on PSN, XBLA"
2360:from the original on 19 September 2016
2143:"From Dust PSN release date announced"
1399:Varanini, Giancarlo (18 August 2010).
3037:from the original on 21 November 2015
2957:from the original on 15 December 2014
2676:"From Dust for PlayStation 3 Reviews"
2495:Yin-Poole, Wesley (3 November 2011).
2457:Robinson, Martin (28 December 2016).
1873:Sheffield, Brandon (17 August 2010).
753:tribes, one of Ubisoft Montpellier's
7:
2997:from the original on 18 January 2015
2924:from the original on 19 January 2012
2886:from the original on 4 November 2011
2122:from the original on 5 February 2014
1587:from the original on 12 January 2015
959:
930:
3218:from the original on 9 October 2011
2714:Winterhalter, Ryan (26 July 2011).
2471:from the original on 21 August 2017
2426:"Q&A 'From Dust Art Direction'"
2277:Benson, Julian (20 November 2016).
2255:from the original on 17 August 2016
2155:from the original on 3 October 2016
2023:from the original on 24 August 2018
1945:Nelson, Randy (30 September 2010).
1555:from the original on 17 August 2011
1541:Holmes, Jonathan (2 October 2010).
1522:from the original on 7 January 2012
1446:from the original on 23 August 2010
1413:from the original on 21 August 2018
1380:from the original on 21 August 2017
1362:Donlan, Christian (16 March 2011).
1176:
1088:
921:
2910:Meunier, Nathan (22 August 2011).
2836:Gonzalez, Annette (27 July 2011).
2794:"From Dust review: Earth to Earth"
2692:from the original on 20 March 2015
2653:from the original on 24 March 2015
2561:McWhertor, Michael (27 May 2011).
2141:Nagata, Tyler (9 September 2011).
2108:Sinclair, Brendan (25 July 2011).
1758:O'Connor, Alice (18 August 2010).
1706:from the original on 11 April 2015
357:Originally starting its life as a
14:
3365:McEloy, Griffin (11 April 2011).
3138:Hargraves, Roger (25 July 2011).
3119:from the original on 16 June 2016
2872:Bischoff, Daniel (26 July 2011).
2089:from the original on 11 July 2011
2056:from the original on 11 July 2011
2011:"From Dust settles on PC 27 July"
2009:Sinclair, Brendan (7 July 2011).
1959:from the original on 8 March 2011
1841:from the original on 8 March 2011
1772:from the original on 21 July 2019
1739:from the original on 24 July 2011
1664:from the original on 17 June 2017
1650:Houghton, David (16 March 2011).
1631:from the original on 19 July 2012
1126:
1050:
256:
214:
198:
3680:Prince of Persia: The Lost Crown
3448:
3436:
3424:
3332:Dutton, Fred (2 December 2011).
3313:from the original on 12 May 2016
3282:from the original on 12 May 2016
3152:from the original on 13 May 2016
3023:McElroy, Justin (26 July 2015).
2983:Shoemaker, Brad (26 July 2011).
2806:from the original on 11 May 2012
2614:from the original on 23 May 2015
2598:"From Dust for Xbox 360 Reviews"
2575:from the original on 30 May 2011
2542:from the original on 1 July 2010
2528:Totilo, Stephen (28 June 2010).
2310:Totilo, Stephen (28 June 2010).
2174:Purchese, Robert (23 May 2016).
2042:McElroy, Griffin (7 July 2011).
1990:from the original on 14 May 2016
1921:from the original on 5 June 2011
1891:from the original on 10 May 2011
1617:MacDonald, Keza (26 July 2011).
1474:. 16 August 2010. Archived from
1195:
1190:
1185:
1180:
1175:
1145:
1140:
1135:
1130:
1125:
1107:
1102:
1097:
1092:
1087:
1069:
1064:
1059:
1054:
1049:
799: — Eric Chahi, director of
3742:Video games scored by Tom Salta
3737:Video games developed in France
3645:Michael Jackson: The Experience
3379:from the original on 8 May 2016
3346:from the original on 7 May 2016
3251:from the original on 9 May 2016
3185:from the original on 6 May 2016
3075:from the original on 9 May 2016
2943:Grimm, Michael (26 July 2011).
2764:from the original on 8 May 2016
2750:Sterling, Jim (24 April 2016).
2509:from the original on 7 May 2016
2324:from the original on 5 May 2016
2291:from the original on 8 May 2016
2188:from the original on 7 May 2016
1978:Elliott, Phil (4 August 2010).
1827:Orland, Kyle (17 August 2010).
1805:from the original on 8 May 2016
1692:Watters, Chris (26 July 2011).
1508:Orland, Kyle (19 August 2010).
3270:Orry, James (24 August 2016).
3237:Senior, Tom (19 August 2011).
3204:John Walker (18 August 2011).
3171:Cowan, Nick (10 August 2011).
1727:"Ubisoft Details Project Dust"
1725:Sharkey, Mike (16 June 2010).
1432:Fahey, Mike (20 August 2010).
1401:"From Dust: First Impressions"
820:, the works of Polish painter
616:were "powerful machines", and
1:
3673:Valiant Hearts: The Great War
3105:Martin, Liam (26 July 2011).
3061:Francis, Tom (26 July 2015).
2716:"From Dust review (Xbox 360)"
1791:Fletcher, JC (30 June 2016).
1434:"God Plays Ball in From Dust"
393:. Some features, such as the
655:Following the completion of
312:. The game was released for
3301:Orry, Tom (5 August 2011).
2792:Welsh, Oli (27 July 2011).
2075:Senior, Tom (7 July 2011).
3778:
3757:Xbox 360 Live Arcade games
3518:Rayman 2: The Great Escape
2637:"From Dust for PC Reviews"
2459:"Games of 2011: From Dust"
2379:Bertz, Matt (6 May 2011).
1915:Game Developers Conference
571:Game Developers Conference
383:, works of Polish painter
3762:Single-player video games
3727:PlayStation Network games
3638:Peter Jackson's King Kong
3173:"From Dust – review"
963:
960:
934:
931:
419:digital rights management
31:
659:in 1998, Chahi left the
324:in 2011. Described as a
3532:Rayman 3: Hoodlum Havoc
2348:"The Core of From Dust"
1466:"Interview: Eric Chahi"
850:An essential aspect of
695:, and a volcano in the
632:in September 2011, and
415:artificial intelligence
3620:Beyond Good and Evil 2
3613:Beyond Good & Evil
3604:Beyond Good & Evil
1980:"Ubisoft's Eric Chahi"
1280:. Annette Gonzalez of
847:
796:
652:
549:, a game developed by
534:
442:
3582:Rayman Raving Rabbids
893:biological life cycle
845:
830:, a film directed by
776:In an interview with
647:
533:, the game's director
529:
432:
395:biological life cycle
381:Conway's Game of Life
98:Simon Choquet-Bottani
3211:Rock, Paper, Shotgun
2346:Sheffield, Brandon.
859:because of its high
628:in August 2011, the
597:. In the event that
555:Bullfrog Productions
92:Denis Muffat Meridol
3722:PlayStation 3 games
3492:Ubisoft Montpellier
3443:Speculative fiction
2393:on 21 February 2015
2245:"From Dust Preview"
1575:"From Dust Q&A"
957:
928:
763:musical instruments
741:, which serve as a
661:video game industry
630:PlayStation Network
587:PlayStation Network
326:spiritual successor
318:PlayStation Network
310:Ubisoft Montpellier
224:PlayStation Network
47:Ubisoft Montpellier
3140:"From Dust review"
3063:"From Dust review"
2985:"From Dust Review"
2945:"From Dust review"
2912:"From Dust Review"
2874:"From Dust review"
2752:"From Dust review"
1694:"From Dust review"
1619:"From Dust Review"
926:
848:
822:Zdzisław Beksiński
818:plant propagations
653:
535:
482:volcanic eruptions
443:
385:Zdzisław Beksiński
96:Swann Martin-Raget
3689:
3688:
3598:
3597:
3553:Rayman Adventures
1583:. 16 March 2011.
1478:on 18 August 2010
1217:
1216:
953:
952:
669:independent games
657:Heart of Darkness
626:Microsoft Windows
569:and the European
372:Heart of Darkness
338:, can manipulate
314:Microsoft Windows
308:and developed by
293:
292:
245:14 September 2011
236:13 September 2011
208:Microsoft Windows
156:Microsoft Windows
82:Guillaume Brunier
3769:
3702:2011 video games
3567:
3485:
3478:
3471:
3462:
3453:
3452:
3451:
3441:
3440:
3429:
3428:
3427:
3420:
3411:
3406:
3405:
3403:Official website
3389:
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3007:
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2967:
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2931:
2929:
2907:
2896:
2895:
2893:
2891:
2869:
2860:
2859:
2857:
2855:
2846:. Archived from
2833:
2816:
2815:
2813:
2811:
2789:
2774:
2773:
2771:
2769:
2747:
2738:
2737:
2735:
2733:
2724:. Archived from
2711:
2702:
2701:
2699:
2697:
2672:
2663:
2662:
2660:
2658:
2633:
2624:
2623:
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2516:
2514:
2492:
2481:
2480:
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2476:
2454:
2448:
2447:
2445:
2443:
2438:. 7 October 2010
2422:
2403:
2402:
2400:
2398:
2389:. Archived from
2376:
2370:
2369:
2367:
2365:
2343:
2334:
2333:
2331:
2329:
2307:
2301:
2300:
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2296:
2274:
2265:
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2262:
2260:
2251:. 15 June 2010.
2241:
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2209:
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2171:
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2063:
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2006:
2000:
1999:
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1995:
1984:Gameindustry.biz
1975:
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1429:
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1396:
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1359:
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1199:
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1189:
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1128:
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1110:
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1096:
1095:
1091:
1090:
1074:
1073:
1072:
1068:
1067:
1063:
1062:
1058:
1057:
1053:
1052:
958:
929:
803:
727:Laurent Genefort
591:Xbox Live Arcade
512:
322:Xbox Live Arcade
260:
258:
244:
235:
218:
216:
202:
200:
192:Xbox Live Arcade
129:Laurent Genefort
36:
24:
3777:
3776:
3772:
3771:
3770:
3768:
3767:
3766:
3692:
3691:
3690:
3685:
3625:
3594:
3589:Rabbids Go Home
3565:
3494:
3489:
3459:
3449:
3447:
3435:
3425:
3423:
3415:
3401:
3400:
3397:
3392:
3382:
3380:
3364:
3363:
3359:
3349:
3347:
3331:
3330:
3326:
3316:
3314:
3300:
3299:
3295:
3285:
3283:
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3268:
3264:
3254:
3252:
3236:
3235:
3231:
3221:
3219:
3203:
3202:
3198:
3188:
3186:
3170:
3169:
3165:
3155:
3153:
3137:
3136:
3132:
3122:
3120:
3104:
3103:
3088:
3078:
3076:
3060:
3059:
3050:
3040:
3038:
3022:
3021:
3010:
3000:
2998:
2982:
2981:
2970:
2960:
2958:
2942:
2941:
2937:
2927:
2925:
2909:
2908:
2899:
2889:
2887:
2879:Game Revolution
2871:
2870:
2863:
2853:
2851:
2835:
2834:
2819:
2809:
2807:
2791:
2790:
2777:
2767:
2765:
2749:
2748:
2741:
2731:
2729:
2728:on 5 March 2016
2713:
2712:
2705:
2695:
2693:
2686:CBS Interactive
2674:
2673:
2666:
2656:
2654:
2647:CBS Interactive
2635:
2634:
2627:
2617:
2615:
2608:CBS Interactive
2596:
2595:
2588:
2578:
2576:
2560:
2559:
2555:
2545:
2543:
2527:
2526:
2522:
2512:
2510:
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2484:
2474:
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2456:
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2406:
2396:
2394:
2378:
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2363:
2361:
2345:
2344:
2337:
2327:
2325:
2309:
2308:
2304:
2294:
2292:
2276:
2275:
2268:
2258:
2256:
2243:
2242:
2238:
2228:
2226:
2211:
2210:
2201:
2191:
2189:
2173:
2172:
2168:
2158:
2156:
2140:
2139:
2135:
2125:
2123:
2107:
2106:
2102:
2092:
2090:
2074:
2073:
2069:
2059:
2057:
2041:
2040:
2036:
2026:
2024:
2008:
2007:
2003:
1993:
1991:
1977:
1976:
1972:
1962:
1960:
1944:
1943:
1934:
1924:
1922:
1917:. 2 July 2010.
1909:
1908:
1904:
1894:
1892:
1877:In Project Dust
1872:
1871:
1854:
1844:
1842:
1826:
1825:
1818:
1808:
1806:
1790:
1789:
1785:
1775:
1773:
1757:
1756:
1752:
1742:
1740:
1724:
1723:
1719:
1709:
1707:
1691:
1690:
1677:
1667:
1665:
1649:
1648:
1644:
1634:
1632:
1616:
1615:
1600:
1590:
1588:
1573:
1572:
1568:
1558:
1556:
1540:
1539:
1535:
1525:
1523:
1507:
1506:
1491:
1481:
1479:
1464:
1463:
1459:
1449:
1447:
1431:
1430:
1426:
1416:
1414:
1398:
1397:
1393:
1383:
1381:
1361:
1360:
1347:
1343:
1311:trial-and-error
1218:
1196:
1191:
1186:
1181:
1146:
1141:
1136:
1131:
1108:
1103:
1098:
1093:
1070:
1065:
1060:
1055:
948:
946:
927:Aggregate score
924:
920:
902:
889:head-up display
840:
805:
798:
755:concept artists
642:
524:
510:
505:
427:
267:
264:
255:
248:
239:
230:
226:
222:
213:
206:
197:
188:
187:
175:
108:François Mahieu
97:
95:
93:
22:
21:2011 video game
17:
16:2011 video game
12:
11:
5:
3775:
3773:
3765:
3764:
3759:
3754:
3752:Xbox 360 games
3749:
3744:
3739:
3734:
3729:
3724:
3719:
3714:
3709:
3704:
3694:
3693:
3687:
3686:
3684:
3683:
3676:
3669:
3662:
3655:
3648:
3641:
3633:
3631:
3627:
3626:
3624:
3623:
3616:
3608:
3606:
3600:
3599:
3596:
3595:
3593:
3592:
3585:
3577:
3575:
3572:Raving Rabbids
3564:
3563:
3556:
3549:
3546:Rayman Legends
3542:
3539:Rayman Origins
3535:
3528:
3521:
3514:
3506:
3504:
3496:
3495:
3490:
3488:
3487:
3480:
3473:
3465:
3458:
3457:
3445:
3433:
3413:
3412:
3396:
3395:External links
3393:
3391:
3390:
3357:
3324:
3307:VideoGamer.com
3293:
3276:VideoGamer.com
3262:
3229:
3196:
3163:
3130:
3086:
3048:
3008:
2968:
2935:
2897:
2861:
2850:on 27 May 2012
2817:
2775:
2739:
2703:
2664:
2625:
2586:
2553:
2520:
2482:
2449:
2404:
2371:
2335:
2302:
2266:
2249:VideoGamer.com
2236:
2225:. 15 June 2010
2199:
2166:
2133:
2100:
2067:
2034:
2001:
1970:
1932:
1902:
1852:
1816:
1783:
1750:
1717:
1675:
1642:
1598:
1566:
1533:
1489:
1457:
1424:
1391:
1344:
1342:
1339:
1296:Justin McElroy
1233:Peter Molyneux
1215:
1214:
1211:
1202:
1201:
1172:
1164:
1163:
1160:
1152:
1151:
1122:
1114:
1113:
1084:
1076:
1075:
1046:
1038:
1037:
1034:
1026:
1025:
1022:
1019:GameRevolution
1014:
1013:
1010:
1002:
1001:
998:
990:
989:
986:
978:
977:
974:
966:
965:
962:
951:
950:
943:
937:
936:
933:
922:
919:
916:
901:
898:
839:
836:
832:Godfrey Reggio
790:
721:, and central
693:Reunion Island
641:
638:
551:Peter Molyneux
523:
520:
504:
501:
426:
423:
304:, designed by
302:god video game
291:
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285:
281:
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275:
269:
268:
266:
265:
263:
262:
252:
247:
246:
237:
227:
221:
220:
219:17 August 2011
210:
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94:Benjamin Dumaz
90:
84:
83:
80:
74:
73:
68:
62:
61:
56:
50:
49:
44:
38:
37:
29:
28:
20:
15:
13:
10:
9:
6:
4:
3:
2:
3774:
3763:
3760:
3758:
3755:
3753:
3750:
3748:
3747:Windows games
3745:
3743:
3740:
3738:
3735:
3733:
3732:Ubisoft games
3730:
3728:
3725:
3723:
3720:
3718:
3715:
3713:
3710:
3708:
3707:Browser games
3705:
3703:
3700:
3699:
3697:
3682:
3681:
3677:
3675:
3674:
3670:
3668:
3667:
3663:
3661:
3660:
3656:
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3649:
3647:
3646:
3642:
3640:
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3635:
3634:
3632:
3628:
3622:
3621:
3617:
3615:
3614:
3610:
3609:
3607:
3605:
3601:
3591:
3590:
3586:
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3583:
3579:
3578:
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3574:
3573:
3568:
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3534:
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3529:
3527:
3526:
3522:
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3519:
3515:
3513:
3512:
3508:
3507:
3505:
3503:
3502:
3497:
3493:
3486:
3481:
3479:
3474:
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3467:
3466:
3463:
3456:
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3444:
3439:
3434:
3432:
3422:
3418:
3410:
3404:
3399:
3398:
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2018:
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2012:
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827:Koyaanisqatsi
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683:'s crater in
682:
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639:
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636:in May 2012.
635:
634:Google Chrome
631:
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607:
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468:Campaigns in
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242:
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118:Bruno Gentile
117:
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104:Programmer(s)
101:
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3178:The Guardian
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2877:
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2848:the original
2841:
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2797:
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2755:
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2726:the original
2719:
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2429:
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2391:the original
2384:
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2014:
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1983:
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1950:
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1513:
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1476:the original
1469:
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1437:
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1404:
1394:
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1371:
1365:
1333:
1332:
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1319:
1315:
1304:
1292:
1281:
1270:
1268:
1260:Jim Sterling
1248:sandbox game
1240:
1237:
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1219:
1206:
1167:
1155:
1117:
1079:
1041:
1029:
1017:
1005:
993:
981:
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945:X360: 80/100
910:
903:
885:
873:
865:cache memory
857:optimisation
851:
849:
825:
806:
800:
797:
792:
785:
775:
734:
730:
715:archipelagos
701:
697:Indian Ocean
678:
656:
654:
621:
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603:
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579:
546:
543:Project Dust
542:
538:
536:
516:
507:
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491:
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469:
467:
446:
444:
434:
412:
408:Project Dust
407:
388:
370:
362:
356:
329:
296:
295:
294:
249:
223:
207:
203:27 July 2011
191:
186:27 July 2011
54:Publisher(s)
42:Developer(s)
18:
3630:Other games
3560:Rayman Mini
3455:Video games
3112:Digital Spy
2757:Destructoid
1548:Destructoid
1278:Jean Giraud
1264:Destructoid
1242:Digital Spy
1081:GamesRadar+
983:Destructoid
961:Publication
949:PS3: 81/100
861:computation
751:New Guinean
706:islands of
681:Mount Yasur
665:volcanology
649:Mount Yasur
559:game engine
522:Development
451:archipelago
261:23 May 2012
148:Platform(s)
136:Composer(s)
88:Designer(s)
78:Producer(s)
66:Director(s)
3696:Categories
2990:Giant Bomb
2950:GamesRadar
2681:Metacritic
2642:Metacritic
2603:Metacritic
2148:GamesRadar
1657:GamesRadar
1341:References
1252:open world
1225:Metacritic
1119:Giant Bomb
947:PC: 76/100
941:Metacritic
932:Aggregator
877:Mount Etna
869:algorithms
767:slit drums
691:crater on
640:Influences
563:sandcastle
531:Éric Chahi
367:sabbatical
306:Éric Chahi
71:Éric Chahi
3717:LyN games
3712:God games
3652:From Dust
3431:Geography
3339:Eurogamer
3222:19 August
2799:Eurogamer
2502:Eurogamer
2464:Eurogamer
2353:Gamasutra
2181:Eurogamer
1884:Gamasutra
1765:Shacknews
1373:Eurogamer
1368:hands on"
1366:From Dust
1334:From Dust
1272:Eurogamer
1221:From Dust
995:Eurogamer
923:Reception
918:Reception
911:From Dust
907:Gamasutra
900:Expansion
852:From Dust
838:Mechanics
801:From Dust
786:From Dust
782:religious
778:Eurogamer
735:From Dust
731:From Dust
719:Polynesia
622:From Dust
618:From Dust
599:From Dust
539:From Dust
508:From Dust
492:From Dust
486:wildfires
470:From Dust
447:From Dust
441:unharmed.
435:From Dust
377:volcanoes
363:From Dust
297:From Dust
141:Tom Salta
124:Writer(s)
114:Artist(s)
27:From Dust
3525:Rayman M
3383:24 April
3377:Archived
3350:24 April
3344:Archived
3317:24 April
3311:Archived
3286:24 April
3280:Archived
3255:24 April
3249:Archived
3244:PC Gamer
3216:Archived
3189:24 April
3183:Archived
3156:24 April
3150:Archived
3123:24 April
3117:Archived
3079:22 April
3073:Archived
3068:PC Gamer
3041:22 April
3035:Archived
3030:Engadget
3001:22 April
2995:Archived
2961:22 April
2955:Archived
2928:24 April
2922:Archived
2890:22 April
2884:Archived
2854:22 April
2810:22 April
2804:Archived
2768:24 April
2762:Archived
2732:12 April
2696:22 April
2690:Archived
2657:22 April
2651:Archived
2618:22 April
2612:Archived
2573:Archived
2540:Archived
2513:24 April
2507:Archived
2475:24 April
2469:Archived
2431:Facebook
2397:24 April
2364:24 April
2358:Archived
2328:24 April
2322:Archived
2295:24 April
2289:Archived
2253:Archived
2218:Facebook
2192:24 April
2186:Archived
2159:24 April
2153:Archived
2126:24 April
2120:Archived
2115:GameSpot
2087:Archived
2082:PC Gamer
2054:Archived
2049:Engadget
2021:Archived
2016:GameSpot
1994:24 April
1988:Archived
1957:Archived
1919:Archived
1889:Archived
1839:Archived
1809:24 April
1803:Archived
1798:Engadget
1776:6 August
1770:Archived
1737:Archived
1710:12 April
1704:Archived
1699:GameSpot
1668:24 April
1662:Archived
1635:22 April
1629:Archived
1585:Archived
1553:Archived
1520:Archived
1444:Archived
1411:Archived
1406:GameSpot
1378:Archived
1306:PC Gamer
1229:Populous
1207:PC Gamer
1031:GameSpot
881:tsunamis
813:god game
689:Dolomieu
614:Xbox 360
582:internet
567:Gamescom
547:Populous
478:tsunamis
425:Gameplay
359:strategy
342:such as
331:Populous
278:God game
273:Genre(s)
161:Xbox 360
3417:Portals
3372:Joystiq
2917:GameSpy
2721:1UP.com
2436:Ubisoft
2259:22 July
2223:Ubisoft
1952:Joystiq
1834:Joystiq
1732:GameSpy
1580:Ubisoft
1515:Joystiq
1300:Joystiq
1256:1UP.com
1169:Joystiq
1043:GameSpy
1012:8.75/10
971:1Up.com
771:culture
747:African
708:Socotra
685:Vanuatu
673:Ubisoft
608:on the
575:Cologne
474:shamans
455:nomadic
439:tsunami
404:E3 2010
399:Ubisoft
284:Mode(s)
180:Release
59:Ubisoft
3666:ZombiU
3511:Rayman
3501:Rayman
2579:28 May
2568:Kotaku
2546:27 May
2535:Kotaku
2442:26 May
2317:Kotaku
2284:Kotaku
2229:28 May
2093:7 July
2060:7 July
2027:7 July
1963:26 May
1925:26 May
1895:28 May
1845:26 May
1743:27 May
1591:26 May
1559:28 May
1526:26 May
1482:26 May
1450:27 May
1439:Kotaku
1417:27 May
1384:26 May
1213:73/100
1162:8.5/10
1036:7.5/10
988:5.5/10
824:, and
723:Sahara
712:lagoon
704:Yemeni
605:Flower
593:, and
463:erodes
387:, and
361:game,
350:, and
340:matter
336:cursor
320:, and
3145:Metro
1298:from
1262:from
964:Score
935:Score
759:nacre
743:motif
739:masks
737:wear
595:Steam
511:'
503:Story
458:tribe
352:water
300:is a
3385:2016
3352:2016
3319:2016
3288:2016
3257:2016
3224:2011
3191:2016
3158:2016
3125:2016
3081:2015
3043:2015
3003:2015
2963:2015
2930:2016
2892:2015
2856:2015
2812:2015
2770:2016
2734:2015
2698:2015
2659:2015
2620:2015
2581:2011
2548:2011
2515:2016
2477:2016
2444:2011
2399:2016
2366:2016
2330:2016
2297:2016
2261:2016
2231:2011
2194:2016
2161:2016
2128:2016
2095:2011
2062:2011
2029:2011
1996:2016
1965:2011
1927:2011
1897:2011
1847:2011
1811:2016
1778:2019
1745:2011
1712:2015
1670:2016
1637:2015
1593:2011
1561:2011
1528:2011
1484:2011
1471:Edge
1452:2011
1419:2011
1386:2011
1209:(US)
1000:9/10
749:and
553:and
480:and
348:soil
344:lava
1624:IGN
1327:DRM
1288:IGN
1157:IGN
717:of
573:in
445:In
433:In
406:as
328:to
3698::
3375:.
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3089:^
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2993:.
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2882:.
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2742:^
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2688:.
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2649:.
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2628:^
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2589:^
2571:.
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2499:.
2485:^
2467:.
2461:.
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2383:.
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2287:.
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2184:.
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