

When the pressure starts to get too much, psychotic breaks are frequent - leading to compulsive selfishness, irrational attacks, or acts of cowardice (which probably aren't that crazy given the circumstances).

As things start to look bleak, the resolve of your band of four adventurers is tested - and often they fail. Traps spring, loot is sparse, and torches rapidly run low. We suspend disbelief because it is convenient and fun, but when you stop and reflect on some of the things these characters have experienced, its hard to explain what why they wouldn't be stark raving mad.ĭarkest Dungeon plays the "what if" game and explores what real adventuring would look like in a world with Zombies, Mutants, and Death Cultists. Dungeons have been a dark, scary place for a long time, that's part of the point - but somehow the characters we play have this ludicrous ability to shrug off utterly horrifying events. Link, Cloud, the Diablo hunters - these guys have seen some shit. Yes, I've died numerous times - and you can bet that unless you are incredibly lucky and conservative you probably will too. I already shared a few initial impressions over on Kotaku, but now that I've had a chance to play it for a good chunk of time I thought I'd share some additional thoughts. Unlike a lot of games of its ilk, sometimes adventurers just. Darkest Dungeon not only accomplishes that, it has a class with a hook for a primary weapon.

Some games have a way of hooking you, and setting the hook deep.
