In order to identify buff and debuff traits, it’s hard to discern having to hold L2 to hover over your party. Once you adapt to it, it’s fine, but there’s so much fiddling around with holding L2 or R2 until a selection is made and such. This is specifically a criticism of the console port, but the control scheme is jarring. There are faults to be found in Darkest Dungeons design choices, in contrast to my enthusiasm. The stress animations, the way the surroundings dim as your torch goes out on an expedition: it’s stylish as all hell. There’s so many little design touches that I could speak of. Even something as simple as the splashing of a Tempting Goblet being emptied over your Crusader and increasing his stress can be impactful. Every encounter is coated in a musical sense of dread. The sound design in the game lends to the tension a great deal. The way the camera zooms in on somebody as their mental state breaks is both enjoyable and useful. There’s not a lot going on at once, but every move is emphasised. The attack animations pop in a dark comic style on screen. It’s gritty, unrelenting, inspired heavily by Lovecraft works and sets its tone masterfully. It’s because of this that the art direction is so important, and Darkest Dungeon nails it. Soon after, it becomes apparent that the dour nature is appropriate.įor clarity’s sake, note that Darkest Dungeon takes the perspective of a 2D side-scrolling game with a static hub world. The worn illustrations of a land fallen from grace create an air of discomfort. At first glance, Darkest Dungeon can seem too dour, as if doom and gloom are all it knows.
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