Dammerung: Requiem For Tomorrow - Part 1
Dammerung: Requiem For Tomorrow - Part 2
Dammerung: Requiem For Tomorrow - Part 3
Review for Dammerung: Requiem For Tomorrow
There was one prominent note I was given before I started playing this game - talk to everyone multiple times until you notice they're repeating themselves. I was given a second note, but it's irrelevant to the review.
My guess would be that I got that note because that's really the game's greatest strength and is probably the aspect the creator spent the most time working on. The entire NPC population has evolving dialogue that reacts to the story at hand - talk to some miners, they tell you about some scary stuff. Set off an explosion, they
all ask about the explosion. It's not just story-important characters who change their dialogue up to help move the story along. Almost everybody you can talk to will react to the world around them.
So that's actually pretty cool. That is a level of detail and care that most games don't go into. Admittedly, if you aren't interested in the minutiae of the day-to-day life of what are, effectively, a bunch of random citizens and workers that are not otherwise important to the story, it's a detail you're going to skip quickly. But if you're interested in exploring a world, it should be right up your alley.
I didn't really get a chance to play with it that much, but there's also a fame system. Presumably, as you complete sidequests/"bounties," you also gain a reputation, and everyone will react to you differently depending on your reputation. This seems to imply that every NPC will have page after page of complex dialogue options that are all hinged on various switches and variables, and that's a pretty impressive amount of work to sink into conversations.
So honestly, I'm pretty impressed with the wide variety of dialogue options you get with everyone in the game, and moreso with what the game looks like it unfolds into as a result.
However, as I mentioned, I didn't really get a chance to get that far into it, because the rest of the game is missing some serious polish.
The maps are quite large and extremely bare. They could probably be cut down by about 70% and still serve the same purpose - or, if it's absolutely important to give the sense of sprawl or depth, then a lot more work needs to be put into making the maps more interesting. Since hardly anything in the world can be interacted with, save for the occasional bookshelf, really, I'm going to start cruising through a lot of the background without any regard to something that is not an NPC, since they're the ones with the interesting interaction (sort of - I'll get to that in a second). And if what I'm cruising through all looks the same, I'm going to start zoning out and basically ignoring the fact that the game even has maps.
There are some mapping areas that further pull me out of the experience - for example, the bottoms of tables appear to have no legs, there are some cobblestone tiles that stand out as clearly contrasting, and I came across a wall that had no wall, leading east out of town. It was just a ceiling tile that came to an abrupt end.
I'd like to think I'm really not that critical of art and map assets, but the level of blandness in the maps is kind of jarring, and serves to remind me that I'm playing a game made with autotiles.
Speaking of art assets, and I'm only going to briefly address this because the creator has already mentioned he's aware of the issue in his game thread... Holy ****, the faces. They are... Absolutely frightening. I think an exorcist needs to be called in to Pleroma. Or maybe there just needs to be less in-breeding. Yowza.
Now, as impressed as I am with the volume of dialogue, the quality is hit and miss. I didn't see any glaring spelling or grammar errors - not that it was perfect, of course - but some of the dialogue seemed kind of... Off. I'm not entirely sure if it's a deliberate choice or it's just me, but the game's men are misogynistically overbearing at times, and none of the women seem to have an issue with it. At first I was kind of surprised to see that the main character, an orphan who hardened herself working in the mines and eventually worked her way up to assistant foreman, was a woman. Not that I found it unbelievable, but that most games don't usually go that route. It was actually kind of refreshing - "hey, a strong woman who's not strong because she's motherly or some ****."
But then she just casually accepts all the various creepy-looking dudes calling out, "Hey, girl." I have the feeling if they could've been patting her ass and wolf-whistling at her as she walked by, they would have, and she just accepts it all with a smile and a flirtatious wink. It's sort of unsettling, really - and it's not just her, literally every female character I came across seemed to express the same kind of attitude and sentiment.
Don't get me wrong, I'm all for free sexuality and female characters being able to express themselves in any way, shape, or form - especially in a video game where the rules of the real world don't have to apply. Clearly, Pleroma is not a patriarchy, with many of the miners, a presumably physically demanding job, being women. There's no slight against them for being women, no accusations of being weak, no one complaining that "they're working under a woman" or anything like that. Even the priestesses at Kassandria's temple, who openly sleep with pretty much anyone who asks (because that's how you recover your HP/MP), are not slut-shamed or considered inferior. The priests fill the same role, so it's not like it's only the women who are treated with this open sexuality.
It's just that there are a lot of side comments that reflect a more male-dominant, female-submissive atmosphere that neither gender questions that is a little offputting after being presented with this presumably gender-equal society.
Some of the characters don't seem nearly as emotionally affected as they ought to be, either, and I think that's a combination of eventing, music, and dialogue. When Mitzi effectively sacrifices herself to try and seal in the witch Magdalene, there's no sense of loss or caring or even that Sofie even really notices. The two of them start running out, but when Mitzi stays back to blow up the tunnels, Sofie pretty casually strolls out. She doesn't seem nearly as upset about the indifference to the whole affair the mayor takes on, either - I think this would be the equivalent to watching a movie or TV show and calling the actors "wooden." It seems so much more like script-reading than real emotion.
The equipment system is a little confusing, primarily because all the numbers are the same hue. When you go to increase your attack, it's not readily obvious that your attack is being increased (by having the number be green or, if it's decreased, red, or whatever you want to do). The shift in stats kind of blends into the background, so much so that I didn't even notice that raising my attack power by 20 actually just raised my damage from 2-4 to 2-5. I was extremely disappointed when I tripled my attack power, only to do the exact same damage I had been doing before. I had the same issue with defense - I raised my defense by 20, tripling my default 10, but I didn't notice a difference.
Also, the first battle I encountered - not even outside town, in a dungeon, or in any atmosphere that suggested I would be getting into a battle - almost gave me a game over. I had no special skills, I had no items, and the guard command appeared to do absolutely nothing - so it was literally "attack" or "escape." I often missed or did 0-2 damage, while the mouldy slime in the cellar was doing 20-25 damage to me per hit. I picked up new armor and a new ring, but when I came back, it was a repeat of the first battle - I just had better luck with misses and hits and damage and all.
Even after I picked up a party, despite completing all the sidequests I was able to find in town, I never received any more money or useful items. So I ventured out of town, unable to upgrade any of my equipment, and eventually was led back to the starting town's "bounty board." I was informed by the game that completing early bounties would be easier than completing later bounties, so I figured the very first bounty I encountered could be completed by my starting party of 3 members.
However, I was wrong - one character did 0 damage, but having access to no items, special skills, or any commands other than fight, had no option except to just keep telling him to futilely whack away at an enemy that would not take damage. The escape option was not around this time, so, over an agonizingly repetitious and slow battle, I was eventually whittled down in an inevitable defeat that I didn't feel like I could've done anything more to prepare for.
In short, the game feels very raw and still "early development." It kind of feels like a first pass of a rough draft of a game, where I've only come upon it as all the various dialogue intricacies have been introduced. There doesn't seem to really BE a combat system yet, and the story doesn't feel particularly engaging, mostly because all the characters kind of treat every situation the same - they have the same level of emotion to deciding to be a stripper in a pub out of boredom (that's really a thing that happens, by the way) as they do to possibly setting a powerful demon-witch free.
I'd be very curious to see where the game ends up finishing with all the detail given to the NPCs. However, I think future builds need to have a lot of that attention to detail spread around to other aspects of the game.