user Reviews: Darkest Dungeon
Darkest Dungeon is a gothic horror roguelike seasoned with a healthy dose of lovecraftian horror for good measure. It advertises itself as a game about making the most out of a bad situation. Heroes will die, missions can fail, enemies - even bosses can ambush you unexpectedly, and when the tension becomes too much, the characters in your party will often refuse orders or act of their own will whether you want them to or not.
At its most basic level, Darkest Dungeon is about risk and resource management. Once you know what threats lurk in what areas, you can assemble a party with appropriate advantages. Once you know what possible results come from interacting with which objects, you can assess whether it's better to try to open that locked cabinet or just ignore it. If you've played FTL, these interactable objects (collectively referred to as curios) function a bit like beacon events. Choose to interact with the curio and one of a set number of outcomes will happen. Use an appropriate item on said curio and get a more (or less) desirable set of possible outcomes. I's very much about experimentation and learning what curio can do what, and once you know what items interact with what curios, it becomes possible to avoid any and all negative outcomes. Or you could just check the wiki like 90% of the people who play this game.
What the game does best is setting a mood and atmosphere. The artwork is beautifully stylized, the music works well with the environments, and stress and affliction systems along with the permanent nature of death and the fact that a string of bad luck can result in unavoidable death even with perfect play does help add to the oppressive and dark atmosphere this eldritch horror RPG aims for.
One of the most repeated complaints about the game is the RNG, though in my own play I've only found this to be an issue once (in which a character at full health was targeted by three attacks in a row, killing her before I had an opportunity to act). Much, if not all of the difficulty can be mitigated by proper risk management. Focusing fire and removing enemies quickly is often better than attempting to heal through incoming damage, and while two bosses can attack randomly, one (The Collector) is a pushover if dealt with correctly and the second (The Shambler) only attacks if you explore in total darkness, which can easily be avoided.
Speaking of the bosses, there are several. The game boasts 36, though a much more accurate number would be 16. This leads to the biggest problem with the game: the pacing. With the exception of the endgame bosses, each encounter (boss and regular) comes in three levels of difficulty, which are little more than tweaks to damage and resistance values. While each of these bosses is unique and comes with its own challenges, fighting three different variants of the same Necromancer really isn't. A bit of repetition comes with the territory of any game that relies heavily on procedural generation, but unlike games such as Binding of Isaac, FTL, or Spelunky (which can be beaten start to finish in about 45 minutes, an hour and a half, and 20 minutes respectively without much trouble), Darkest Dungeon drags on, taking an estimated 80 or so hours to complete from beginning to end.
As a personal note, I also find it rather unfortunate that the game has such little story to it. There's an ancestor who dabbled in things man was not supposed to know and you are cleaning up his mess. That's about all there is to it. All of the personality the game has went into the setting. Your assembled team of four lambs to the slaughter are given no personality or characterization, and while you are given the story behind each boss encounter as to how the enemy came to be and its relation to the ancestor, there's little actual fluff beyond that.
Overall, it's a game worth experiencing if dark horror or risk/resource management are your thing, but not one you're likely to come back to once you've experienced all it has to offer.