![]() I think if the first Darkest Dungeon is about going deeper and understanding how much worse things can get at each step, this game is about clawing up out of it. Is that where you're headed?ĬB: I think we have a rich tradition of table flipping. DD2 though, the problems can't be fixed with some extra content, new enemies and a hero or 2, it would help a little but the core of the problem is baked into the whole design of the game.Often we see sequels deliberately kind of flip the table on players' expectations, on habits they've developed, and certainly Darkest Dungeon is not a game where players are often allowed to get comfortable. It's a shame, I really wanted to like this and hopefully the studio make another great game in the future. It's just go, win or lose and start again after your meta progression with maybe a +1 SPD on a character and a new hat. ![]() There is no Hamlet to add a bit of variety to the dungeon crawling. There is less hero options, heroes are set characters with a few pre-built roles to pick rather than a roster you grow and customize yourself. Hero shrines to unlock new skills were fun at first until you actually unlock the skills then the road seems like there is even less to do. No curios/interactables on the road just weaving the stagecoach to hit trash while navigating a Slay the Spire style map hitting bland events, about 4 different types of shop or combat. Endless 2-3 hour stagecoach rides limited to 4 heroes is not as engaging, it's repetitive. DD1 is the far superior game in every way, Nice visual improvements and that's about it.
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