Finally done with just about everything in the DLC. My thoughts:
I'll start with the most consistently good part, the new wild area. As soon as I finished the first Klara battle I immediately went into the water and did a loop around the entire island. The to-scale Wailord was a treat to witness, and I especially liked how it was Level 80. One aspect I really disliked about the original postgame wild area was how homogenous it felt - with everything at Level 60/65, it ruined any sense of danger that was originally there when exploring and it just felt like a Pokemon dump. This was somewhat alleviated by there being no real need to explore it at that point, though. But the Isle of Armor has no such concession if you're starting with it on a postgame file (as a lot of players are), and some things need to be done to keep the Pokemon encounters more interesting. Unfortunately, I think this Wailord is the only example of them doing so, so that was a bit disappointing.
What did not disappoint, though, was the design of the island. The biomes are far more varied than the original, and instead of being a mostly open plateau there's all sorts of nooks and hidden areas to find yourself in. Despite spending nearly an hour exploring the island when I first got there, there were still a number of little areas I didn't even notice until I went back to find Digletts. The only other problem I have with the new wild area is that the far more complex design makes it kind of inconvenient to do raids in. Honestly until the GMax event stops taking over 80% of raids (and thus, the unique raids you would find on the Isle of Armor) it's just way easier to raid in the original.
The story portion, on the other hand, is a mess. Combat-wise, I can't express my sheer dumbfoundedness at being greeted at the Isle by a Level 58 Venipede. I kind of shrugged it off as a clumsy way of showing Klara's inevitable team growth throughout the short story, but it was a bad omen. And unfortunately, these weirdly horrible teams plague most of story. I wasn't expecting this to be a hard DLC or anything, but having teams in the postgame that feel like they belong on Route 3 is absurd. And while the characters and plot are alright - not particularly deep or satisfying, but decently fun - they're desperate for air in an already short story that wastes its precious oxygen with busywork...and Kubfu.
I'll be blunt. Kubfu fucking sucks. Everything about the story turns to Kubfu once it appears, and there's really nothing interesting about it. It is a bear that punches. The game tries to sell you on this awesome journey of discovery the two of you go on, but it just doesn't work. For starters, I already have Pokemon I went on an awesome journey with - my actual team! This shoehorning of Kubfu feels like an awkward attempt to replace my Pokemon I know and love. And even if you don't have quite this existing attachment by say, doing the DLC as soon as it's available, there's just not enough time in the half of a short story they allocate for this part to get very attached to it. The Towers are particularly clumsy on a postgame file, too. You're given a Level 10 Kubfu that then has to deal with Pokemon in their 60s. Ostensibly this gives you time to raise Kubfu and bond with it, but the overwhelmingly best way to level up Pokemon is with Exp Candies, and GameFreak knows that. So there's no real bonding to do, you just shove candies down this thing's throat until it's at a passable level. And even if you don't have the candies necessary to do this, you get them by doing raids which Kubfu is far too weak to participate in, so again there's no chance to bond with it. The battles inside the Towers don't work well, either. It's just a bunch of Pokemon similar to Kubfu in stats with no real type advantage, so you just kind of...beat them up. The only fight that was at all interesting was the final one versus Mustard's Kubfu. His was faster than mine at Level 63 and 2HKOd with Aerial Ace. So I used Counter with a Rocky Helmet to negate his Focus Sash and OHKO him. Having more of these kinds of small little puzzle battles throughout the Towers would go a long way to making the Kubfu section more interesting (and in lieu of time, at least let you bond with it a bit through adversity), but alas.
Somehow, though, it's not over, because even though Kubfu has mastered fighting to become Urshifu, it is a picky fuck and needs honey with its soup. This blatant padding gets frustratingly bloated when Hop appears and takes you through a forest to find Honey instead of Honeycalm Island. The only shining beacon of hope in all this is an angry Vespiquen that somehow manages to be the most difficult fight thus far. Not hard, but it's at least something you actually need to engage in like, type advantages with. Back at the Dojo, as you can probably tell, I wasn't having a great time with the story at this point, so I entered the final Mustard fight with a pessimistic mindset. "I'll be happy if this guy has four Pokemon and leads with a fully-evolved Pokemon", I thought.
So imagine my surprise when six balls showed up and he sent out a Level 73 Mienshao!
Somehow, this DLC shifted from having the easiest fights in the game to one on par with Leon. A baffling, but welcome change. This fight was a satisfying challenge for my story team, and lifted my spirits considerably on the DLC. I was optimistic for what lay ahead, and then... "THE END". Oh. It just started getting good! To be fair though, there's a number of "postgame" DLC things. To continue on Mustard's hype, there's a secret battle with the Matron, Honey. You just need to pay the small price of
one million watts to get the privilege. The other watt-dumping rewards are geared towards raising Pokemon which is in line with the raids you'll be doing to get watts, or flavor rewards that can be attached to whatever. But having a fight that's right at the story levels be locked so deep in what's basically the competitive side of things is utterly baffling to me. Ridiculous unlock condition aside, the fight is actually only at Level 60 when you first unlock it, but it at least it fleshes out Honey a bit. After waiting a day you can finally refight her at Levels like Mustard's, and while I personally found her a bit easier it was still a satisfying fight for my story team that I wish more people could experience.
While not technically a postgame aspect, I didn't really engage in Diglett hunting until then so I'll talk about it now. One very annoying thing about this is that the Diglett don't appear until you talk to the Digger. And if you recall the start of this post, the very first thing I did was explore the entire Isle by circling around the sea. So there were no Diglett at all to find on my first exploration! I know I'm not the only one who experienced this issue, either. The Diglett guy should really just automatically talk to you after your first encounter with Klara to avoid this. Anyways, once I started this proper, I mostly enjoyed finding them since the new wild area is satisfying to explore. The exception was the dreaded "There is 1 Diglett left in [this area]". The smaller areas I could find that last pesky Diglett without too much difficulty, but in the larger ones it just became tedious. The initial area had one that eluded me after several passes through the area, but honestly 1 Diglett in the Training Lowlands just became too tedious for me to deal with so I looked it up. Not a
particularly obscure one (none of them are), but I just couldn't find it. I think quests like this are better if the last reward only requires ~95% completion to avoid tedious traps like this. The actual rewards (HA Alolan forms and a starter) are decent enough, though honestly not worth the effort if you don't like finding the Digletts.
The last thing I want to talk about is the Restricted Sparring mode that unlocks after Mustard. I haven't actually tried this yet, but I've been reading about it in our Battle Tower thread and it seems pretty interesting. It's like an alternate battle facility that you'd find in a Battle Frontier. You're forced into a monotype team with limited heals, basically. Beyond seeming like an inherently interesting set of rules to plan around, I also like that it might heavily restrict the length of streaks. I can't claim to be a Battle Facility superstar, but having even done a 295 streak back in ORAS, it was so goddamn tedious that I was honestly glad for it to be over. So having a modern facility where good streaks don't take ages to complete is very appealing to me.
So, that's basically everything. Overall it was a very uneven experience, one I hope GameFreak significantly refines for Crown Tundra. While it had a number of good to great aspects, it's mired in a number of confusing decisions. The storyline was obviously the biggest source of these, and in general I think they really need to bump up most of the combat design to something at least passable, and commit better to a singular story, as opposed to the Dojo/Kubfu portions of this one that felt pretty disconnected to me. I am hoping I can attribute these numerous warts to this being their first attempt at DLC, but ultimately we'll see later this year if GameFreak can learn some lessons from this and have Crown Tundra be a truly great experience (fwiw, I always thought it at least looked better than Isle of Armor).