Monday, October 25, 2021

My statement regarding Darkest Dungeon 1

 



"Darkest Dungeon is a video game for PC & Mac available from Red Hook Studios on Steam." 


[Series of Twitter posts of entire party wipes]


"Darkest Dungeon is a video game about how work sucks," I said on Twitter. A friend chimed in gleefully, "Yes! Exactly!" Right after that, for my first time, my entire 4-person adventuring party all went insane, and then died in short order, some from stress-induced heart attacks. Gothic horror, after all, requires teeth.

Let's start at the beginning. "Darkest Dungeon is a video game for PC & Mac available from Red Hook Studios on Steam." Also, playing Darkest Dungeon led me to start talking at my tiny adventurers. "Mortmain! Don't eat corpses you find on the ground! That's how people get tapeworms! Is that what you want, Mortmain? Tapeworms?" I've played quite a bit of Darkest Dungeon (~350+ hours) on two different difficulty levels and two different platforms (PC and Mac), and thoroughly enjoyed the gravelly-voiced narration, faux-woodcut loading screens, and gleeful delight in imbalanced encounters.  

You, the unnamed descendant, get a letter from a deceased ancestor asking you to reclaim your birthright.  You show up at your ancestor's estate and discover it overrun by horrific monsters (you also begin to suspect your ancestor is an incredible jerk).  To clear the wilds, you pick men and women of various medieval occupations who've arrived via stagecoach, and send them out in teams of 4 to explore the estate, in spite of it being overgrown and also overrun with monsters, some of whom are giant bosses. (The horrific monsters are also incredible jerks.) Once the characters are ready (or not), you send teams through the Darkest Dungeon, to see the grand epilogue.

Every character is made unique by random combinations of positive and negative quirks.  Mortmain was a kleptomaniac early riser who got rabies, then later after getting better from rabies, got Tapeworms again, then got The Worries and became Curious. He was a handful, but that typically is the character arc: if you don't die, you get weird and kind of awesome.

Part of the fun of discovery is rolling your cursor over new detrimental effects. Rabies makes you less accurate but actually increases damage. The Worries, for instance, causes the afflicted person to suffer more stress. There’s a sanitarium at the Hamlet, and it's going to stay busy.

What do adventurers get stressed about? Being in the dark. Being in the VERY dark. Wearing items that are badass in the dark but stress-inducing in the light (or vice-versa). Meeting people/things they're afraid of. Stepping on spikes. Reading forbidden knowledge. Getting shanked by a bandit. Getting vomited on by a hideous Dr. Moreau-style pig-man. Accidentally locking themselves into an iron maiden.  Having a straitjacket-clad madman proclaim their doom. Being tempted with a goblet of acid by a skeletal priest. Getting an arm caught in a giant clam. Watching someone else in the group do almost any of the above.  Experiencing lurid ultra-violence from giant bosses in set-piece fights. Forgetting to pack enough snacks. It's brilliant, and just reciting that litany makes me want to play more.

Sure, characters have hit points, just like my adventuring party of Felpurr Ninjas and Elf Lords did in Wizardry 7: Crusaders of the Dark Savant, back in 1993. But unlike in 1993, reduction to 0 hit points doesn't have a character die instantly (and then be conveniently resurrected by a Faerie Monk to fight other palette-swapped monsters). Instead, the character is reduced to "Death's Door." and from there on, any damage they take forces them to roll against their Death's Door survival chance. Succeed, and they're still alive at Death's Door (with penalties to everything, including dodging). Fail, and they are dead-dead-dead. Perma-dead. 1993 didn't have that as an option. Yes, Darkest Dungeon gleefully autosaves in the background, so there's no reloading to save your darlings. Did I mention that watching your fellow adventurers dying is stressful for the survivors? Because OF COURSE IT IS. You can bring a Jester for that.

Through it all, there's a learning curve that keeps going. As you figure out party compositions and character loadouts and provisions, as you upgrade buildings, as you buy weapons and armor, as you equip trinkets, you get dramatic feedback on your choices. Teams usually want a healer, a couple damage dealers, and some folks with damage-over-time or stunning abilities. Each character can equip 4 of 7 possible skills, so you can easily have a front-line Occultist or a back-line Musketeer (some jerk monsters shuffle party order, for fun, because of course they do). Different parties play surprisingly differently, and some characters are better suited for one or more areas (especially if they have quirks that make them better explorers). Again, the whole thing is varied and one of the highlights of the game.

There is an active modding community and multiple difficulty levels, making replays attractive. Boss fights are challenging set-pieces, but all the regular missions are random, with enough random events to keep things interesting. The stress system is brilliant, and the DLC bits can be added in one at a time or all at once (the vampire-y Crimson Court area is really hard even if you know the game well, and I am saying that generously as an enthusiast).

Darkest Dungeon doesn't mind killing characters, but most of the time, deaths are preventable and just temporary setbacks even if a party wipes completely. Even trinkets lost in combat can be recovered by a special event. Part of the joy in the game is advancing the game state in ways small and large, and getting rewarded in various ways. There are always more fools and heroes on the Stagecoach.

I just finished a playthrough on Radiant (regular) difficulty in about two weeks, and had so much fun I got in most of another run, and of course Darkest Dungeon 2 comes out later tonight. It doesn't get much better than that.