Darkest Dungeon
Darkest Dungeon is a turn-based combat game with some exploration,
expedition planning, base upgrading, and roster management thrown in for
good measure.
One part of the game is spent at the Hamlet, where you manage your
roster of heroes (accepting new heroes and paying for training,
equipment, and healing) and upgrade the town.
The rest of your time is spent delving into dangerous dungeons. You
need to plan out each expedition by choosing the right heroes and giving
them the right skills and equipment. You then control the team as they
move left-to-right along corridors and into rooms. They encounter points
of interest (such as treasure chests, mysterious shrines, or battles)
along the way. The delve goal is usually to explore 90% of rooms or
defeat all room combat encounters.
The point of the game is basically to learn how its various systems
work, level up the Hamlet and your heroes, and then kick the ass of the
final dungeon (the Darkest Dungeon,
obviously).
I played 87 hours to complete the game on the easiest
(Radiant) difficulty. I had fun most of the time, but had no
interest in starting over to play harder or longer difficulty
levels.
THE GOOD:
- Perfect hand-drawn graphics, music, sound effects, and narration
really suck you into the game's disturbing world. I adore the main game
menu's song, it's equal parts majestic and disturbing.
- Overall, the game is quite gripping, with meaningful strategic and
tactical choices to make throughout. There is lots to learn, discover,
and adapt to. It's a genuine challenge.
- Darkest Dungeon is an emotional rollercoaster, with dizzying highs
when you succeed against all odds and terrifying lows when you fail
miserably despite your best efforts.
- One of the unique elements of this game is the importance of the
party's marching order. Your 4 characters are arranged in a
specific order, as are the enemy team. Which enemies your characters can
attack is heavily dependent on where your character is located
as well as where the enemy is located. This adds some
interesting strategy that can take a while to master.
- When your heroes become over-stressed they can either handle it
poorly (becoming afflicted) or well (becoming
virtuous). It's an interesting mechanic because while your
heroes will almost always become afflicted, those rare moments when they
become virtuous (it only happened to me 3 times in 87 hours) can be
crazy cool.
THE BAD:
- There are different mission types, but I spent 95% of my time in the
same mission type ("explore 90% of rooms"). This did get old eventually.
I feel like the developer could have done more to improve the variety of
the delves.
- I spent a surprising amount of time planning out expeditions. The
preparatory steps got to feel quite repetitive once I figured out the
optimal choices. The game could have made this a bit less onerous,
perhaps by remembering my settings from last time.
- The handling of hunger during delves is really frustrating and
stupid. Hunger should run according to a timer, like with torchlight,
but instead seems to be totally random. I sometimes ran out of food
early during a mission because the heroes kept being hungry over and
over for no reason. It also doesn't seem to take into account if you
recently camped and ate. Starvation should be the result of bad player
decisions rather than unlucky randomness.
- In the Hamlet mode of the game, certain NPCs will occupy resource
slots that you need for de-stressing your heroes (to clarify with a
spoiler: I mean how the custodian and, later on, the town crier will
occupy slots at the Tavern or Abbey). It's not very impactful to the
game (as in, the NPCs rarely took a slot I really needed), however, it
feels like a real slap in the face from the game designer. I
paid for those extra slots through sweat, blood, and tears.
Having the designer invalidate my choices and hard work is
bullshit.
- Once you've finished upgrading the Hamlet, there is nothing to
spend the upgrade resources on... it would be nice to at least be able
to trade them in for a bit of cash.
- After delving into the Darkest Dungeon, any surviving heroes will
have a torch appear on their roster entry. This mechanic is not
explained at all in-game, requiring you to search online and be
potentially exposed to spoilers. The game should explain that
in Radiant mode it means that (1) the hero will have a huge penalty to
stress and virtue if they attempt to re-enter the Darkest Dungeon, (2)
you gain a new Hamlet roster slot, and (3) the torched hero gives an XP
bonus to their companions, making it faster to train new recruits they
accompany.
- This special Darkest Dungeon mechanic also makes the game take
unnecessarily longer. It turned the last 10 hours or so of the game into
a grind.
- If you want the heroes to turn back along a corridor and return to
the room from which they came, the heroes will walk backwards.
This is frankly bizarre.
THE UGLY:
- During a dungeon delve, the way the heroes' movement is always
left-to-right can be quite confusing at times. It's completely divorced
from the map, where you might actually be moving right-to-left.
- When using a console controller during combat, the game will
sometimes (seemingly randomly) pre-select your combat option from last
round. This inconsistency can cause you to make muscle-memory input
errors at crucial moments.