But it often gets in its own way, mechanically and otherwise.
Dustborn is a game with a message many messages even and it’s all impossible to miss.
Take, for example, its screed about the power of choice.

It was every choice, adding up, every step of the way."
As if I couldn’t figure it out.
All of this is to hopefully be free of the oppression and danger of a fascist, broken America.

Some just require you to get through a conversation, but others are much larger.
Take, for example, the first in the game, which involves getting pulled over by a cop.
Pax’s specifically influences people negatively, forcing them to freak out or put themselves in danger.

It works, but not in the way you hope.
But there are other systems at play.
Finally, you’re able to capture hidden energies called Echoes that are scattered throughout each major map.

you could then use them to learn different Voxes for conversations and, yes, even battles.
Many don’t work on robots, for example, but some you learn later can have some effect.
Similarly, the rhythm game elements are basic but get the job done.

You’re a band after all, and you need a way to successfully perform.
There’s enough here though that you might feel tension about succeeding.
(Look, nobody said you had to be agoodband.)

All these systems work together enough to make Dustborn feel more dynamic than other visual novels.
at enemies induces whiplash.
This isn’t just about dialogue either.

Dustborn is many things, but it’s not subtle.
Why are these underground libraries so important?
Because they spread good information.

Why is this a world where people have abilities powered by voice?
Because their wordsliterallyhave power.
Dustborn was reviewed on PC, with a code provided by the publisher.













