Review of DNF Duel

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Review of DNF Duel

A shirtless, phenomenally toned man with spiky hair, a sword the size of a refrigerator freezer, and a woman who pulls out a bazooka for one of her weak attacks. Nevertheless, you will want to hang on to this piece. The character designs and the brilliant excesses of the attack animations are there to decorate, not to disturb.

While the game is based on the MMO "Dungeon Fighter Online," you don't need to know about it for this title (not that "BlazBlue" and "Guilty Gear" have taught Arc System Works fans to expect almost impenetrable storytelling (And not because "BlazBlue" and "Guilty Gear" taught Arc System Works fans to expect almost incomprehensible storytelling.) What you need to know is that DNF duels are surprising in a very good way: ...... It starts with the way the characters handle damage.

There are two types of damage: red damage and white damage. Red damage works as expected. That is, a portion of the health bar disappears immediately and permanently. White, on the other hand, regenerates slowly if left alone. Most attacks will result in a chunk of white damage, and red will also take some damage.

Each character has a special attack that requires a chunk of MP gauge that slowly recovers in order to activate. These MP attacks only deal red damage if unblocked, and immediately convert the opponent's white damage into red; MP attacks are discussed below, but it should already be clear that using weaker attacks to "store" white damage in the opponent's health bar and later erase it is an effective and often important tactic. It should be obvious.

Basically, the game is this complicated. To be more precise, DNF Duel goes out of its way to provide explanations to those who might need them. There are many things in the system that can only be fully utilized at a high level of play, but this is incredibly welcome for newcomers to the genre. This is also thanks to the tutorial mode. Not only does the command list teach you how to perform each technique with a brief video, but it even gives you tips on how to use that technique offensively or defensively. For example, it will tell you if a technique is suitable for defending against aerial attacks, for finishing combos, or for potentially leaving a weakness, and how it might leave a weakness.

Perhaps surprisingly, there is no auto combo option. You can smoothly launch a devastating set of moves by hitting one button after another like an angry chimpanzee. It is not necessary. Every attack is triggered with a single button press or a single button press while holding down one direction (although some allow for more complex inputs).

Thus, a player with a button sequence can have every attack at his fingertips. Everything can be blocked except throws. With a forward dodge, any attack can be harmlessly passed over. An ill-timed attack can leave the opponent completely defenseless for a moment, and that alone can do a lot of damage.

The basic fighter is a four-button fighter: two buttons are for normal attacks, which are very weak but good for the fastest combos. The other is for special attacks. These are more powerful and can be used without restrictions, but they do not unbalance the game. The Ghost Blade, for example, has a special move where it teleports through the opponent repeatedly, slashing with the sword each time. However, if the first blow is blocked, it is very easy to punish him for trying.

This relationship between MP attacks and the red/white damage system is the clear line between good and great players, and where the game's slightly more complex elements diverge: MP starts out at 100 and increases the more damage you take, and the more damage you take, the more MP you have, and the more damage you take, the more MP you have. The cost of MP moves makes it unlikely that a person will be able to make many moves in a row before initially running out of gauge. This prevents you from performing a series of MP moves. You can perform an MP move that consumes more MP than you have left, but the gauge will remain empty until the extra MP finishes playing in the background.

The risk/reward mechanism for DNF duels is called conversion. With a simple tap of a button, all white damage can be converted to red in exchange for an MP boost. The more you sacrifice your health bar, the more MP you gain. This way, you can extend your combos, or get closer to death and regain your MP gauge by surprise. It's a very simple but potentially game-turning mechanism.

These are the things that give the game depth and tactical layers. That's not to say that a beginner has a chance against a veteran of the genre, but it is easy to do so if one is willing to take the time to learn how to fight a winning battle.

The concept of characters awakening - that is, becoming more powered up when they are low on energy - is familiar to anime fighting fans. As in many cases, DNF duels are handled a little differently. Awakening states are automatically triggered upon dying, which allows each character to enjoy unique buffs. For example, Strikers do more damage and Berserkers heal a little with each successful attack. The character will also be able to use his or her super-powerful awakening attack. However, this technique, like any other, can be missed or guarded, and regardless of whether the attack is successful or not, the buff will disappear when this technique is used.

The DNF Duel is not more complex or deeper than other beat-em-ups. It is deep in a different way, and what that means is that it is deep in a way that is easy to explore and understand for people of all skill levels. I'm not interested in gatekeeping, just good game design, and the latter is sprinkled throughout the game, like blood and teeth splattering at the end of a particularly fierce battle.

There are 15 characters and one unlockable boss, which may seem like a small number since the average Naruto game often features one small town's worth of playable characters, but each fighter looks and feels unique It means that each fighter looks and feels unique. The simplicity of the controls makes it quick and easy to get used to new characters, but to truly learn, you need to spend a significant amount of time with each character.

The most overpowered character is the Lost Warrior (the boss, of course), who has three attacks that can hit from any distance, two of which are MP attacks. However, all can be blocked, and one will not hit an airborne opponent. Similarly, the Inquisitor's giant circle of death can be blocked or dodged, although it is incredibly annoying to get caught in. If one learns the capabilities of each character and keeps one's cool, there is always a chance to come out on top.

Beat Aim Up only really shows its true value online, and the DNF duels are no different, although we had some trouble with the connection being dropped, albeit infrequently, during the week of launch. Spend hours offline preparing and you'll have a great time.

There are three types of players. Most players play a balanced game, feeling out the system and when and how best to attack or defend. A few players, however, discover a certain character (usually a ghost blade) or combo and cheese it mercilessly. Finally, an even smaller number of players have somehow already mastered the game and within seconds begin to toss you around in the air like a juggling ball made of pain.

This is a given in any beat 'em up, but the nice thing about this game is that if you pay attention, you (almost) always have a chance, no matter how cheezy or not-so-cheezy or skilled your opponent is. For example, if you sacrifice all your MP at the start of the match and use guard cancel, you can make your cheezer fly before he can counterattack. Also, a perfectly timed dodge can give even the most formidable opponent an opening.

The more time you spend learning your characters and their moves, the more glorious your online matches will be. If you keep an eye on your opponent's MP gauge, you will know what he can and cannot do at any given moment, and knowing the reach of his awakening moves can make the difference between winning and losing. Each character is so much fun to play that learning these things is easy and fun.

There is no shortage of players and no shortage of joy when you win a close game. This feels like a game that is as good as it looks.

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