Darkest Dungeon, for PC
Rating: 8.0/10; Great
Played 2020 without dlc
Darkest Dungeon is a strategy rpg that has you manage a roster of heroes that you take in groups of up to 4 into 2D sidescrolling dungeons with brutal turn based combat. Deaths are mostly permanent (there is a random event that offers resurrection) and the rpg mechanics are towards the lighter side, putting more emphasis on tactics and strategy. Preparation and planning are important while the random nature of hazards and combat itself can very suddenly turn a promising mission into a nerve wracking desperate struggle.
The game begins with a dungeon and combat tutorial before introducing the heart of the game; the hamlet. Here you will manage your heroes and spend resources to gain advantages. Gold is the most important. Not only is it needed to buy provisions for each mission but is also needed to buy weapon, armor and skill upgrades for each hero. Gold is needed to fund stress recovery (binge drinking, gambling, whoring, meditation, prayer and whippings), cure disease and lock in or remove quirks. Dealing with quirks is an optional and expensive way to squeeze more effectiveness from your heroes but curing stress and disease is the major cost of going on missions and can be kind of considered a salary that you pay. Gold can also be used to buy trinkets, but you can get plenty for free in missions. The other resource is 4 types of heirlooms which can be converted amongst themselves and are used to upgrade the hamlet for more powerful hero upgrades, more effective recovery and lower gold costs. One important thing to note is that the player and town crier can randomly occupy the stress recovery facilities, which start off with only a single slot. So if you have heroes that will only use a certain facility then they will have to stay idle for that turn (each turn is a week in game) unless you unlock a 2nd slot. Each week you can take a single group on a mission in 1 of the 5 dungeons. The early game gives you the same 4 heroes and new dungeons and hamlet facilities are unlocked over time, kind of like a drawn out tutorial. After this the game opens up and it will be random what heroes and rewards are available. Missions are random, with random objectives, rewards and events, all of which are clearly displayed before accepting the mission (though I think some features are linked). This allows you to view all available missions and choose the one that benefits you the most. The goal of the game is to complete missions in each dungeon to increase a progress bar that will unlock a boss mission. Each dungeon has 2 bosses with 3 levels of difficulty, so there are a total of 6 bosses per dungeon. The 5th Darkest Dungeon is different and is the hardest part of the game, being rated at the highest possible hero level; 6. Except on Radiant difficulty (the easy setting you pick upon starting a new game), heroes will refuse to go back there. So 4 missions there mean you will need 16 different max level heroes to beat the game. Thus it is important to fill out and progress your roster. The other dungeon missions are rated at levels 1, 3 and 5, with no even numbers. Heroes will not go on missions that are 2 levels below them and suffer increased stress for being under leveled. Even level heroes are the best situated to beat bosses so you may want to hold them in reserve rather than let them level up. Level 3 and 5 dungeons are particularly difficult because new types of enemies are unlocked and old types learn new skills, meaning you have to learn appropriate tactics again.
Once you choose a mission you have to decide who to bring and what supplies to bring. The game offers a few warnings for if you forget to bring trinkets or food, but there are many other things you can forget that could cost the mission. Heroes can equip 4 combat skills out of 7 and come with a random 4 unlocked. There is considerable variation in builds, tactics and synergy to explore. The game clearly displays the stats of each skill and what it does. It also shows what party positions the skill can be used from, what enemy positions can be targeted and if multiple targets are hit. It can be a little overwhelming at first but once you get used to the detail you will be able to make informed decisions. I found it annoying that you cannot rearrange the slots though. One hero could have a skill in the 3rd slot allowing you to press "3" on the keyboard to use it, but another hero might have it in slot 4. There are also camp skills (again a random 4 out of 7) that are used on dungeons that are longer than "short", where you will be given 1 firewood item for each allowed rest. You have no control over how many rests are allowed. Each class has a few unique camp skills and everyone has access to a few generic ones. You choose when and where to camp inside a mission (only in rooms) and have a certain number of time points to spend on camp skills. Healing, stress reduction, combat buffs, scouting and keeping watch to avoid being attacked while sleeping (this is very bad!!!!) are your options. The point limit means you have to carefully decide which skills to use.
Food and torches are the absolute minimum supplies to bring on missions. Food can be used to heal out of combat but is mainly used for camping and hunger checks. You always have the option to not eat but heroes who go without food take health and stress damage. Not bringing enough food could cost the mission, or worse. Torches are needed to light the way. This has no effect on the player's ability to see but the light level gives specific buffs and debuffs. In short, combat is more difficult and thus characters are more likely to die (take more health and stress damage) in the dark, while loot drops increase. Light also improves scouting, which is a random chance of revealing the position of traps, enemies and loot. The variety of other provisions are used to help keep heroes alive and/or to interact with hazards for more positive effects. Curios are objects that can be interacted with to provide randomly positive or negative effects, and sometimes certain provisions can be expended to change the odds. Provisions cost gold and the inventory is limited with found gold and other types of loot only stacking to limited amounts. You also do not get 100% return on unused supplies. So there is an in depth system of risk vs reward here. How well stocked do you need to be? Will you discard supplies in favor of loot? Once you discard something it is gone for good so these are very important decisions. You can also continue exploring a mission after completion to try and squeeze more loot. Or abandon the mission at any time outside combat, which might be the right call if things are going poorly.
The missions are set up like a 2D board of rooms and corridors. Navigation is very simple with only forwards and backwards being options, and rooms are more like fixed points that you click on to travel between. Going backwards causes stress, so it is something to be avoided. Enemies do not move around but wait at fixed spots for you, though new battles and traps can appear in previously explored areas. I once had a mini boss ambush me during a camp, and then attack me again in a corridor after I fled, camped again and tried to take another route. Combat is very tactical with a turn order that shuffles every turn, so you can't fully predict it. Enemy stats are clearly displayed, as well as how many actions they have left this turn. Their skills are listed only after you have experienced them (which can make first time encounters harrowing), but the stats of skills are not shown beyond little icons that show what nasty effect the skill has. Beyond simple damage, enemies can inflict damage over time (bleed and blight), stuns, disease and stress, change the position of allies and/or enemies and cause a variety of debuffs. The good news is that hero skills can do the same things. Many of these effects can be incredibly debilitating; a stun to a healer that prevents a life saving heal or changing the order of your party to the point that an entire turn (or more) is lost. Stress is one of the most important features of the game and you will learn to hate enemies that cause it. Quite simply, stress is like mental damage that depletes mental hit points (only it starts at 0 and goes up). Once a hero depletes their stress points (measured as having 100 stress), they will have a mental breakdown and the true game begins. These breakdowns cause afflictions (such as paranoia, selfish and fearful) or less commonly virtues. Afflicted characters will make speech balloon comments that cause stress to other characters, attack party members, act on their own including changing position and skipping their turn, refuse healing, refuse to eat, refuse to use camp skills and refuse to change position. If all that is not bad enough when their stress goes up to 200 they will have a heart attack, which if it does not kill them outright leaves them at 0 health with very high odds of death from any damage. Heroes who drop to 0 health do not automatically die, but they have a % chance to die from anything, including enemy attacks that inflict 0 health damage. This does give you a chance to save people but simply dropping to 0 health (called at death's door) gives incurable penalties for the rest of the mission. This is a really neat feature that both helps to offset the brutal nature of combat and increase tension. Virtues on the other hand significantly reduce stress, automatically grant buffs to the party and make the hero less likely to die. A single virtue can turn a hopeless situation into a victory. Stats like health and damage output do not increase anywhere near the amount in traditional rpgs so heroes are always at risk. Add to everything difficult mini bosses that can appear at any battle and the gimmicky main bosses whose locations are hidden.
There are a few special events that mix up the gameplay, but for the most part the gameplay is repetitive. Do a mission, check upgrades, cure those heroes and then repeat with the next group. On the other hand missions are fairly short so the game lends well to just playing for an hour here and there. The atmosphere deserves special mention. From the constant comments of the narrator (who seems like he has his face buried in a thesaurus) and the ambient sounds that get scarier as light decreases, to the way the simple art style and animations increase tension by making every hit feel visceral and every miss feel either heartsinking or ecstatic, depending on who did it. Darkest Dungeon is a game about stress, both the heroes and yours. You will feel uncertainty, trepidation, frustration and despair. I personally felt discouraged from even playing sometimes, especially late game, due to the possibility of things going horribly wrong and losing my investment in characters, resources and items. But that is the nature of the game. People die, things can be lost and setbacks can occur. The question is; can you persevere?
Pro
- Low system requirements
- Great atmosphere
- Excellent display of information, from difficulty levels, goals,
stats, skills, items, heroes, enemies
- Quirks (especially negative ones) and afflictions give heroes
character and make the game more interesting
- Excellent tactical depth for builds, heroes and combat
- High odds of fleeing from combat (does not allow hit and run cheese)
- Can freely abandon missions
- Unpredictable and highly tactical combat
- Heroes who return from the darkest dungeon no longer count towards
the hero limit
Con
- Saving and loading cannot be used to undo bad things (there should be
an easier mode that allows traditional saving)
- Hamlet interface is a little awkward. Ways to quickly view and
perform frequent tasks would be useful (like remove all trinkets,
favourite trinkets and sort by that, auto assign stress recovery, see
everything that can be upgraded at a glance)
- Putting a hero in for stress recovery or the sanitarium does not
refund the cost if you cancel
- Game loop is repetitive
- Provision costs are not fully refunded upon completing a mission
- Can’t drop loot to pick it up later
- Constantly using torches and watching the light level is annoying.
Be nice if there was an option to automate it
- No way to rearrange hero skills
- Can only take 1 party out each week
- Some enemies feel a bit too OP or focus on weak targets too much