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11sr keycard
11sr keycard




11sr keycard

I prefer damage rolls to ‘chance to hit’ like in other turn based combat games because realistically they are going to hit, sure there’s chances of dodging and countering but they are so low compared to X-COM where you damage your mental well being after missing a 90% chance of hitting. This means your attacks are more 5-8 damage and not 1 damage you-just-tickled-the-guy-with-your-sword-you-stupid-nounce which just gives a better experience altogether.

11sr keycard

Combat attacks are based on dice rolls but most of them give you a nice three number range instead of the complete dice. Sure you still feel bad when someone kicks the bucket but you know all isn’t lost and in fact it means you can get a new guy when you return to base who might have even more interesting abilities.

11sr keycard

And that, dear reader, is a hard balance to find in a game design. It truly was /okay/ if someone died in my party as long as the rest of my team was in a good state. Suddenly the thought of dying characters was no longer in my head and instead I got the feel of how expendable (especially the low level people) are. Although once I started to get into the swing of things and bosses started to be killed by my team I felt so drawn to this game, it finally clicked for me why people loved this genre so much. This system of micromanagement definitely takes some getting use to For the first few attempts I was struggling to complete a run at all and my party members had enough afflictions to scare away any therapist.

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This makes your characters unpredictable and even harder to manage, often causing a domino effect that leaves every member of your party dying from a full stress bar with a heart attack or getting one hit by some abomination. When the stress gets half full it tests the heroes resolve and more than likely leads them to have a ‘Affliction’ like Selfish or Abusive which sticks with them forever (or until you spend a hefty amount of earnings to get rid of it). It’s seems almost everything in this game causes stress to the characters in some way or another. Stress on the other hand is a bit more complicated. Health is pretty simple, if you reach zero you go to ‘Death’s Door’ which gives you a nail biting experience where every hit could be their last. However, every character also has stress and health bars. They all have a preferred position in the line of party members and get bonuses on some abilities if they hold their place. Some for healing, some damaged based, some tank based, you get the picture. Firstly, each party member comes under a class that has a certain set of skills. Mr June’s voice really added to the experience as whenever something went wrong he’d follow it up with a foreboding comment that made you feel even worse about the situation.Īnyways I’m getting carried away, lets focus up on the gameplay elements in this. The whole game is told almost in a narrative tone due to an amazing cheerless narrator who deserves this google search I’m gonna give him to find out his name…Wayne June! known for Lovecraftian horror audio-books and his experience shines through. But Darkest Dungeon’s impressive artstyle of Mike Mignola-inspired woodblock prints made me intrigued and then the comparisons to a DnD campaign lured me over the fence and into playing it. God knows how many hours I’ve put into games like Don’t Starve or Binding of Isaac where items such as Mom’s Pad and Second-hand Dentures exist. It seems I have a guilty pleasure for these grim themed games. From this you can select a party of individuals to take on a mission in the Dungeon. In an attempt to find out more about the history of the lands and find some cool loot, different ‘heroes’ come from all over to join your roster. You, the unnamed player, have inherited a mansion / village of some sort ( there isn’t really any scale to this place) that turns out to be the worst place on earth. The only way I could find out for sure that this game was different was by giving it a go.ĭarkest Dungeon’s story is pretty simple from the surface. I’ve admired their goal to make losing and going back to the start, progressive in some way. It’s like getting your friend a prank birthday present and then not following it up with an actual one, But I digress. Sure, you know I’m supposed to die but that doesn’t take away the upset I feel when it occurs. Gotta be honest, I’ve never enjoyed this feature in games like Dark Souls or Dead Cells. Losing characters and progress is part of it’s charm. When I loaded up Darkest Dungeon, Red Hook Studio’s latest indie title, I kept in mind the main focus of the game, you’re suppose to die.






11sr keycard