Game review: Darkest Dungeon, where terror and madness await
In this morbid and demanding role-playing adventure, only the least stressed will survive, so stay calm and keep fighting
Red Hook Studios
“Slowly, gently,” intones the noble bass of Darkest Dungeon’s narrator as a foe bleeds out and slumps to the ground. “This is how a life is taken.”
Except it is sometimes anything but. During one quest I stumbled across an altar and, despite specific warnings, offered flame and summoned some Eldritch terror from the void. My party was terrified by the sight – then, as the first member was cut down, they were driven mad.
I hammered the retreat button as another hero fell, and the final two escaped alive. Back in the waking world, brains spinning at what had just occurred, one had a heart attack and died on the spot. The last survivor looked at the corpse, clutched their own chest and fell. Everyone dead, quest over, all loot and treasure gone, all investment in those heroes lost. Sacrificed on the altar of curiosity, for a cosmic kick in the teeth. Darkest Dungeon (Linux/Mac/PC/PS4/PS Vita) is a turn-based battler with an overarching structure, and one idea that lifts it way above the ordinary. This is stress, the idea that people subjected to the kind of horrors that dungeon explorers go through might crack under the pressure. Each hero has their own stress meter, which is regularly added to by everything from it being too dark to the presence of a killer god, and when a tipping point is reached their mental fortitude is tested. In some cases they’ll respond favourably and inspire their compatriots but, far more often, the mind breaks.
Such a slippery slope means that Darkest Dungeon will brutally punish the foolhardy. Even when you successfully complete quests, characters may be permanently marked – a new phobia, perhaps, or some persistent sickness. At the bottom of the stress system is endurance. It’s not about if your characters will go mad, so much as if you can finish the quest before they do – and how far you’ll push them when the prize is in sight. The turn-based battling, similarly, is impossible to sustain indefinitely – each fight will leave your party a little weaker, a little more wounded, and more anxious to reach the quest’s end.
You fight with four heroes, of various classes, in a horizontal formation where using abilities depends on position. An Arbalest, for example, is a stout crossbow user that can rain down fire or snipe enemies from the back, but has nothing to offer at the front. A Crusader, on the other hand, is an armoured knight that needs to be up there to hit anything. Then there are all sorts of edge cases – and unique classes such as the Jester – who can move up and down the line with big flourishes, dropping high-damage attacks and retreating to wait out the debuffs.
The threat of permadeath and the encroaching possibility of madness mean that no fight in Darkest Dungeon is a cakewalk. Every enemy has something nasty going for it, and, over the fights, heroes gradually lose HP and become more stressed – the healing classes can’t quite keep up with the damage taken. And if one of your heroes is weak you’d better believe that the enemy will recognise and target them – any amount of damage that would reduce a character’s HP to 0 or below leaves them at “death’s door”, where one damage will kill but they have an increased dodge chance. These are thrilling turnarounds, when they work out, but a huge stress on your party and, needless to say, often the beginning of the end.
Battles come down to knowing your enemy, judicious target choice, knowing when to bunker down and when to let loose. The numbers game and the mental layer are represented by large, gorgeous sprites, their attack animations stylised into freeze-frame camera zooms and moments of crisis foregrounded in detailed portraits. Over time, certain of these heroes – bent under the mental baggage of countless successful quests, and adorned in the finest gear – almost acquire a personality, such is the dynamic build-up of characteristics. Though your heart hardens over time to the inevitability of it all, the first time you lose a seasoned campaigner is a blow.
A larger problem is that the game is built around clever re-use of environments and mission scaling – but also has at its core permadeath. This means that a few bad runs can set you back a long way. After losing two high-level teams, for example, I had to spend a good hour just training up a batch of level zero recruits to replace them. Permadeath should mean consequences, but making the player repeat early challenges feels like salt in the wound. Such late-game grind only dulls the shine of the rest, and that’s a pity.
Darkest Dungeon is something fresh in one of gaming’s most overdone genres, and the stress system is a winner – a particular delight being how a long-lived character will accumulate various mental scars. The game builds slowly, as you learn to juggle this new rule set, with patient steps and careful victories. You’re in control. Then it slips so fast when a team goes too far – and their tiny minds crack like eggs. Gambling against death is at the heart of Darkest Dungeon, because every time something glitters the truly crazy decision would be to walk away.
The Guardian