![]() The core game revolves around expeditions. These segments are beautifully integrated, and provide a fantastic blend of tension with the occasional breather. I guess there’s also the segment where you navigate the main menu but we can skip that one. Your time in Darkest Dungeon will be spent between three segments: the afore-mentioned combat, the dungeon crawling between combat, and the moments spent managing your settlement between dungeon crawling expeditions. Right about now is where you might raise a brow and smugly retort: “Rogue-lite? Turn-based RPG? Dungeon Crawler? Have you seen Steam in the last few years? Those are everywhere!” First off, I said Rogue-lite-like-lite, and second off, I told you not to pigeonhole this game into a genre, because this is one of those rare games which promises to turn the genres on their heads and actually succeeds in doing so, while still resulting in a game that is fun, challenging and fulfilling at the same time. If you absolutely must pigeonhole Darkest Dungeon into a genre (which I don’t advise doing), I suppose you could say it’s a blend of turn-based RPG dungeon crawler with elements of rogue-lite-like-lite (this is what we’re calling it now, right?) plus a side of PTSD simulator. So began the development of an Alien and Band Of Brothers inspired gaming experiment culminating into one of the most masterfully unique experiences I’ve seen in years. “What about the human cost to adventuring?”. To truly understand Darkest Dungeon, you should understand the game creators’ motive: “Why don’t RPGs ever talk about the sword-arm and not the sword?” says Chris Bourassa in an interview about the inspiration to the Kickstarter-backed title in question. Darkest Dungeon is a grim and unique turn-based RPG that explores the emotional toil which adventuring would have on a band of stoic heroes. ![]()
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