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#with Very sloppy & inconsistent writing. all just to advance the story of a completely different character.
wickedghxst · 3 years
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the more i think about tbobf the more i don’t & can’t understand why the show exists in the first place. it (barely) tells a story that didn’t need to be told, shows us things we didn’t really Need to see (flashbacks of things we can all easily assume) & is seemingly there just to write boba out din’s story?
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dlamp-dictator · 5 years
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Allen Rambles about Dusk Diver
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I finished playing Dusk Diver, a small beat-em-up by JFI Games. I originally played it because it was on sale, I’ve had my eye on it for a few months now, and I needed a break from DMC5 for a bit. And boy do I have some thoughts about it now that I’m done with the game. Namely a bunch of nitpicks, but... we’ll get there in time. 
But as always, let’s start with that Synopsis.
Dusk Diver takes place in the Ximending district of Taipei, Taiwan. The story focuses on Yumo Yang, a Taiwanese high school senior that got caught up in a spiritual adventure over her summer vacation. While out with her friend she was randomly pulled into the alternate dimension of phantoms and demons. Before she was about to get killed by one a local loin god protects Yumo by (accidentally) transferring his powers to her. After she fends off the phantoms she decides to help clean her city of phantoms over summer break with the god’s help, along with the help of his eccentric and frugal boss... Boss. 
The plot takes off from there as Yumo pummels phantoms, gains allies, brightens up her town, and learns more about why the phantom and human realms are colliding. I gotta’ say, it’s nice to actually write the synopsis without having to either look at wiki article or outright copy it. This game is very simple for both good and ill. 
So... what do I think of this game? 
Well, unlike Assassins Pride I’ll be going over the bad first and then try to end on a high note, since for all my issues and nitpicks I did enjoy this game very much.
With that said, let’s start with...
The Bad
The Localization
So the localization is very similar to Under Night In-Birth Late[st] in that it feels very unfinished. When I talked about Under Night’s localization I was a little too harsh on it for my current liking and I’ll use Dusk Diver to explain myself a bit better.
Dusk Diver’s localization isn’t bad. I played this game listening to the Taiwanese dub and nothing sounded too off, but the script, the actual words on the screen, were rife with spelling and grammar errors, inconsistent terminology, and even moments where you could read the actual code of the game in the text. This the translation was either rushed, or it didn’t have enough time to really finish it, which makes it feel really sloppy. The said thing is that this game does have a rather charming script despite this, but reading all those errors and trying to correct them in your head can be... annoying.
The RPG Elements
So... this game is a beat-em-up that revolves around doing large combos and keeping up a hit counter to get higher drops of health, SP, TP, and other resources. The main goal of combat is to get combos going, collect SP and TP, and use those to do more damage to the enemies. 
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So why is there an RPG level up system in this game?
I still have a lot of DMC5′s mechanics ingrained in me, so forgive me if this sounds pushy, but in most hack-and-slash/beat-em-up style games tacking on an RPG-style upgrade system only slows down the overall gameplay. 
Let me explain. Every time you complete a level for the first time you gain skill points. You use those points to improve your HP, SP, attack, etc.. This doesn’t feel good to do for this style of gameplay. In most beat-em-ups/hack-and-slash games skill points and similar currency are typically used for new moves or special abilities. DMC5′s red orbs are for new moves, Nero’s devil arms, and a limited amount of health and devil trigger increases. Senran Kagura uses its currency for costumes, accessories, and music, with the mere act of leveling up giving you higher bases automatically and more moves when you reach a certain level that proves you’re familiar enough with your current moveset to expand it. Solely making the numbers of damage and health go up doesn’t make you feel more powerful, it makes you feel like you can just handle the enemies that have gotten a lot more health and do a lot more damage for no reason other than slowing down the gameplay. I’ll save my recommendations for later, but the quick version is that the skill points should be used for more moves, more SP, and Drive duration only, as health and attack feel really arbitrary points to tack on for this style of gameplay.
The Platform/Alternate Gameplay Modes
Not often and namely during side missions for the Boss, but sometimes you have to do platforming segments and reach a certain point on the map and defeat some enemies.
They’re terrible.
Much like Devil May Cry, movement, jumping, and generally getting around feels fine save for me wishing Yumo’s run speed a bit faster. However, precise jumping and general platforming just don’t work. I don’t believe there’s a drop shadow in this game, the jumping itself has much different momentum when trying to maneuver in the air, making some moving platforms a pain to reach, and while the platforms themselves are rather large, the moving platforms go too slow compared to a lot of the fast-paced combat, making it a painstaking wait to get to the next fight.
Again, like DMC, this most platform this game should have is fighting on rooftops. In fact, I believe in the second or third mission you did have to traverse rooftops and it was actually pretty fun. Like I said, the platforms are usually wide enough that even with the wonky jumping it’s not a pain and getting to a higher point on the map and seeing the overall scenery is... nice. 
It’s just when you want me to pull off jumps like this is a Mario game is when things get dicey.
But those are all the big issues down, or at least my top three so...
Smaller Issues that Bug Allen
Like I said, I have more nitpicks than actual problems with this game. The game itself is a fine 10-15 hour experience, but there are several smaller issues that just pile up as you play it. It shouldn’t take you out of the game, but they did frustrate me a little. With that said though:
The minimap needs an ability to mark sidequests, it’ll make for a lot less backtracking and random pausing to look at the map and see where I need to go. I understand that this game is a more or less faithful for recreation of the Ximending district, but for non-locals playing this game like me finding locations is rather difficult. 
Since this game has visual novel styled cutscenes it’d be nice to have a log button to backtrack conversations just in case you skim over some important dialogue.
On that note, an option to control the speed of the text would be great as well, as I didn’t see one in there initially.
Cutscene Skip Button. It’s annoying to do the hard mode of these stages and having replay cutscenes I’ve already seen. Especially when I’m just hunting for Dragon Vein Shards.
Dragon Vein Shards should be tied solely to upgrades, as using them for plot advancement only adds to the grind... or so I would say if not for me have twice as many of the shards needed for progression every time. Again, I’ll go more in depth when I talk about my desires in a sequel, but for now I’ll just say these items should either be for leveling up or as a sort of collectible.
I’d like the rank system to be more like DMC, tying clear time, damage taken, max combo, and things like all together so that the end goal isn’t just to speedrun a stage for the S-rank.
Can the menu option be mapped to the triangle button like every other game? It kept throwing me off when I tried to pull up the map.
There doesn’t need to be a small cinematic when you do certain guardian attacks. It locks Yumo in place and has a real high chance to miss its target save for bosses.
It’d be best to map items to the buttons instead of the d-pad, as it kept tripping me up when I was trying to heal. 
I think that’s it for the major nitpicks, so let’s move onto the the good stuff.
The Good
Story and Theme
The story of Dusk Diver is simple, but effective. You go around saving the district by fighting monsters, you see how those monsters effect the district in each arc, and you solve the problem, usually getting an ally along the way. The few people that are aware of your secret job as a magical martial arts girl, usually the elderly or spiritually attuned, are very supportive toward Yumo. 
The game has an overall light, encouraging tone. It wants you to love the city as much as Yumo and Leo do, and it works. All of your side missions have you help out the locals in some way and you gain increased power for the super mode. You work at a convenience store, you partner with the local gods and guardians. Everything you do reinforces the idea of protect, preserving, and understand the town you live in. Yumo gets bonus dragon shard veins by frequently eating at local restaurants and becoming a regular. You help tourists out finding places to visit. You help an elderly man by taking photos of his old stomping grounds and he reminisces on what those old buildings were originally for. You help a coffee shop for free drinks. The list goes on, but a lot of the game reinforces this theme of community and loving the town do so much in. This is a very comfy game despite all the action of bashing demons and phantoms.
Characters
While simple, Yumo as a character is a very cheery girl that just wants to help others. She’s a bit annoyed at being forced to help at first, but she is someone that’s helpful at heart. And seeing her want to protect her friends and town is genuinely heartwarming. 
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Plus, I really like her design. I’ve always been a fan of simple street clothes, and black with yellow highlights will always sell me on a character. 
Your guardians are pretty fun too. Leo’s knowledge of the city and desire to help others really gives him a cool grandpa vibe. Bahet’s a quiet and encouraging guy with a noble background despite his punk fashion. Le Viada is a model with a complex around her age and big sister mentality, the list goes on. Again, these characters are simple, but effective.
Gameplay
While I did have my nitpicks, the gameplay is solid beat-em-up action. Light and heavy attacks with the occasional use of the the guardians. And each guardian has a special ability with their damage. Leo can do massive damage to enemy shields, getting rid of them in one or two shots with his more powerful moves. Bahet can slowly chip away at an enemy with his scythe’s poison effect. Le Viada’s guns can outright ignore enemy armor and punch through it, as well as lay down traps, and... there’s a fourth guardian for when you beat the game. I won’t spoil it, but they’re basically a turret that stays in one place while you summor your other guardians, making her unique as you can’t usually summon two guardians at a time. And like I said before, aiming and lining up certain attacks can be a bit unwieldy since some moves playcinematics that lock you in place, but it’s overall fun. Racking up combos, using big AoE moves, it all feels great.
And with all of that out of the way.
Wishes for the Future
Much like in my Fire Emblem rambling I don’t like the idea of correcting a story or game that’s already been finished, but I find no issue with discussing what I want for the future. And I really thing this game can have a sequel. The game states that Yumo isn’t the first person in recent time with latent spiritual powers, or that this is the first time that the phantom and human realms became loose. And hell, Yumo is still someone that wants to protect her town, so it’d be easy to make a game in another area of Taipei that’s gone out of whack, or even give the reins to someone else. And I do want a sequel. 
Like I said, my main issue with this game are some nitpicks that could honestly be fixed with a patch or a two-month delay. If this game sold well enough to get a sequel I’d buy it. 
That said, here are a few things I’d like to see in that hypothetical sequel. Such as...
Rankings
A lot of these are going to be taking a page from DMC since I was taking a break from DMC5 to play this, but the ranks shouldn’t be tied solely to clear time. That just makes people speedrun the stage and miss Dragon Veins. Having rank linked to time, combos, hits taken, and so on would give you some breathing room when you try and explore a stage, as you wouldn’t be punished for being curious. You’d still need to be quick, but you won’t be completely screwed either.
Leveling Up
Leveling up give you skill points that you can stick into your health, SP, attack, super mode duration, just dodge duration, luck, and moves. This game shouldn’t give attack or health for skill points. This is just my belief with design, but beat-em-ups shouldn’t just jack up the health of normal enemies as you get stronger, instead just giving us tougher enemies with different patterns of attack. The game already does this with some success, so those slots that increase health and attack seem pointless. You get skill points when you complete a stage for the first time, or find dragon vein shards. This... really puts a lot of pressure on the kinds of skills you upgrade, and while I’m not against that it does make this very light-hearted oddly restricting as you debate what to upgrade. I’d recommend using those dragon vein shards solely to level up instead of for story progression as well. With each upgrade costing more and more dragon veins as you increase your stats. In this first game you can collect over 150 dragon veins. You only need 50 to complete the story mode, and I had about 75 by the time I reached the final mission. 
I know some people struggled to grab them, but... I didn’t, so... maybe have the veins do something else than gate story progression.
Post Game Activities
If we are going to have a post game to finish up some side quests for 100%, then we might as well have some extra things to do too. 
Oh right, I never mentioned that yet.
Yeah, once you beat the game you’re essentially in a free-run mode to finish some leftover side quests and do a few extra things you might have missed, but... I finished all the side quests before the final story, so I was left with just finishing some hard-mode missions and finishing up my upgrade tree. That said, if there is going to be a post game here’s a few ideas:
Survival Mode where you fight waves of enemies. Some akin to a Bloody Palace Mode where you can compete for a high score among friends and online.
Post Game dungeons that are hard as hell, this could be DLC if you wanted as I wouldn’t mind paying for more content like this.
Extra moves/skills. Yumo’s moveset is rather small compared to DMC and Senran Kagura. If we’re going to have just one character to play as then I’d rather have a complex character that takes awhile to learn than an easy one where I’m spamming the same moves over and over... or give us more characters to play as with equally simple movesets.
That’s really it. The game overall is fun with it’s only real flaw being a rather short game for 35 bucks. Like I said, either some DLC or a sequel would make me feel better about recommend this one, but if you want a fun, short beat-em-up game then this is out on steam, PS4, and the Switch. Feel free to get... though I’d recommend waiting for a sale.
In any case, back to DMC5 for me.
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