Tuesday, August 23, 2022

Dusk Diver 2 | PS4 Review

In the most heavy handed way possible the developers of 'Dusk Diver 2' bring the player forcefully up to speed while forwarding the new plot. Through Yumo, and a colorful cast of anime inspired characters we find a story about an advanced race of beings called kunlunians, their Dragon Vein technology geared towards combating interdimensional chaos beasts, the chaos beasts themselves, and a Dragon Vein control system. This is all information presented front and center through contextual character dialogue, and catch up referencing via an in-game glossary. All of this made available alongside a constant barrage of mechanics tutorial messages that span the entirety of chapter one, and beyond.

Fast forward to the present, and Yumo along with her ragtag group of kunlunian partners are in the midst of developing new D.ARMS tech so that Yumo can better harness and separate herself from the Dragon Vein Control System. Ultimately utilizing a diverse set of attacks, and skills to battle the ongoing chaos beast threat, and a new enemy orchestrating things behind-the-scenes. Her transformative abilities gives her superpowers with which she serves her Boss, and the kunlunians who setup up shop in the human world to be mediators for the ongoing conflict between that realm and Kunlun. It is with her party of newfound friends that her battle is made easier. 

Gameplay in "Dusk Diver 2" is broken up into various sections according to story/character building, Chaos Beast dungeons, and main quests as well as side quest objectives. The story, and character building is done through character to character conversation that takes place in the otherworldly Youshanding realm, Xeming district in Tapai, and the shop as well as classroom that Yumo frequents. There are returning characters from the original game as well as new characters that are introduced along the way. Weaving the tale that's being told while allowing intermittent sessions of combo based combat with a swappable and contributing party of characters that are made available as their role comes into focus. 

Outside of the character, and plot devices comes a fully fledged combat system centered around melee attacks, skills, and a burst mechanic. That, and a party member assist function that can be accessed on the fly per cooldown. Yumo, in particular, has the D.ARM activated Dragon Vein ability wherein she transforms into a more powerful version of herself. In this state she can build up burst gauge by using combo based melee attacks, and SP/cooldown dependent skills. By building up the burst meter Yumo's damage output is increased, and can be doubled down to release a major burst skill that deals big damage. Outside of the D.ARM transformation basic melee attacks can be utilized along with skills that include special attacks as well as the ability to summon 3D printed attacks that come in the form of holographic recreations of creatures and characters. The latter of which can also be used as a defensive parry mechanism to thwart choreographed enemy attacks that are indicated by a red flash. Skills are unlocked by using collected in-game currency, and can be swapped out. Adding four distinctly different ways to deal extra damage. They also come in a colored variety that indicates whether or not they use SP, or rely on a cooldown for use, among other things. By combining melee, skills, and burst skills you can better deal the damage that needs to be done to the enemy mobs in order to be able to clear them out for progression sake.

Enemies, or chaos beasts, come in a lesser and more boss-like variety. With different attacks, and attack patterns accordingly. Some also have beefier defenses with shield meters that must be broken in order to deal actual damage to their health bar. This applies to major character bosses too. Damaging some enemies to a point will open them up for a cinematic finisher or intermediate opening to apply damage without have to dodge, or parry. Using the finisher on lesser enemy types will drop yellow orbs which, in turn, will fill up the burst gauge quicker. Enemies of all types also drop currencies as well as equipment, and items.

Characters in your parties can be leveled up according to attributes, and be equipped with weapons and gear to better face the increasing threat posed by more powerful foes. They can also learn new skills, and craft new weapons via the shop Yumo works at. In battle you can actually swap the main character out to play in a completely different fighting style beholden to that other character. Not all characters operate like Yumo, but they hit just as hard being of Kunlunian descent. Their weapons, and melee attacks also differ adding in new mechanics specific to them. All characters can be equipped, leveled up, and taught new skills. They can also be assigned party roles as to be support with automated attack/defend options as well as quick access assist attacks. Should a party member fall in battle you can either revive them via special item, or continue battling with one of your other party members. Items also play a crucial role in combat, and can be accessed on the fly via a DPad assigned quick access menu. Things like health, and SP refills can be bought, and assigned for use in combat situations. 

All in all the gameplay loop of 'Dusk Diver 2' is a chapter oriented affair where combat, and storytelling meld to create a JRPG experience not unlike games like 'Akiba's Trip', or the 'Yakuza' series. Complete with access to a hustling bustling district in Taiwan you'll find interesting NPCs offering up quirky side quests as well as fine dining experiences wherein food bought has ten different game effecting buffs. Playing into things like Dragon Vein Wafer (currency) gain, SP building, and even critical damage boosts among other things. There's lots to discover, and plenty to unlock on the side as well. Including music tracks, new outfits, and new gallery entries. Fully fleshing, and rounding out what would otherwise be a point to point routine of activities.

The Verdict ...

Initially my impressions of 'Dusk Diver 2' weren't all that great. I found it highly annoying being interrupted by dialogue, and tutorials every five minutes through out the first chapter. While I understand the developer wanted this game to stand on it's own by including past lore it came off as rushed, and left me having to reference the glossary to really understand any of it. The plot carried on in such a heavy handed way that at times I truly felt lost to the cause. I felt less connected with the characters, and less empathetic of their plight. Thankfully the glossary was there though to fill in details that were crucial to enjoying this new adventure. That, and the combat really carried this game through. Once the gameplay clicked It felt more like a fighting game than a 3D action RPG. I was figuring out combos, combo extenders, and resets. Executing them with ease while minding my more defensive options when I needed them. It kind of made me feel badass. Overall the game isn't too bad once you get the gist of things. I do recommend reading through the glossary though before getting to deep into the game. If you liked the first 'Dusk Diver' this is more of the same, and you will likely enjoy it. For newcomers though it might be kind of iffy. How well you tolerate being dropped headfirst into a lore heavy anime experience is gonna determine how much enjoyment you get out of it. 



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