Return is the goal of every trip; final step of a mission, an end that allows a new beginning. How many times have you found yourself as a child fantasizing about unlikely missions in search of treasure? Spielberg even wrote us a worldwide hit film, The Goonies specifically. Well, Darkest Dungeon was this in the gaming world: a perfect Rogue-Like, capable of adding interesting news to the journey of some bold hero, suspended between life and death, madness and sanity. The Dungeon, a long unknown, only imagined and usually less scary once you are in it than when you were out.
With its Victorian design, Darkest Dungeon takes players on a pretext adventure, where heroes are called upon to descend into the depths of procedural dungeons to defeat a great evil. Things are not at all simple, however: the player must manage different resources, in addition to those expected from an RPG, then weapons, armor, spells and blessings, without forgetting the inevitable food rations, rest for our heroes. and what is called "sanity", because the deeper we go into the depths of the Dungeon, the more horrors our heroes will experience, with the consequence of being able to see them literally go crazy before our eyes.
The long nightmare of Darkest Dungeon
We were talking about madness, which in some cases is even treatable, resting at an inn or taking medicines (more or less effective). Not only monstrosities undermine the mental health of our heroes: wounds that affect morale, rampant darkness, traps and the words of the companions themselves ... after all, try to put yourself in the shoes of someone who is facing the most dangerous journey of his life, all next to it. to someone who insults, humiliates or taunts him; little but sure, you would not remain indifferent to such a treatment. Madness, once proven, translates into unhealthy acts, such as self-harm, the desire to commit suicide (therefore the renunciation of treatment, for example), paranoia which is perhaps one of the most dangerous conditions, as the whole party is in spite of himself he will find himself involved in meaningless ramblings that the "madman" on duty will be babbling about non-existent plots and curses or who knows what else passes him by the "pitcher".
“Have you seen the priest? He didn't cure me because he prefers me to die, he loves the Thief more than me! "
Warrior in a state of acute madness
Do you think it ends here? Well, under stress you could also suffer heart attacks which, like those that occur in the real world, can be more or less strong and consequently potentially capable of resulting in the premature death of a member of the game. In Darkest Dungeon the dangers are everywhere but in the village we can find peace and refreshment: by praying, for example, a priest could regain his lucidity, while a warrior could be better off if he just cleaned his weapons and tidy up his equipment. There is a strong positioning component in the game, that is, walking in single file, our four party members will find themselves in front of each other and will discover that they have more affinity with a certain position than another, a detail that will reveal itself essential during the fighting.
Darkest Dungeon has excellently distinguished itself in the modern videogame landscape thanks to the freshness of the gameplay, simple but at the same time done damn well, at times frustrating as the death of a member of the party you are fond of could be a hard time for the player's sanity (and the structural health of many mice launched against different walls ed) but once you have mastered the game, you can be more careful than usual, avoiding situations of high stress and managing them better.