top of page
  • Writer's pictureRiordan Zentler

Review: Darkest Dungeon

I’ve finally done it–I’ve completed Darkest Dungeon, a gothic roguelike RPG that lives up to its name both in tone and difficulty. As my wife so succinctly put it, “it’s called Darkest Dungeon, not Slightly Dark Dungeon but it’s Safe.” I sank 85 hours into the game just to clear it, but to be fair, I’m a completionist, “leave no stone unturned” type when it comes to RPGs.


Darkest Dungeon’s most standout feature is its Lovecraft-inspired setting and story. If you’re into that kind of thing, it’s sure to satisfy–possibly even more so than actual “Call of Cthulhu” games that have often been lacking in gameplay. As a turn-based RPG, it can’t subject you to jump scares, but between the gameplay and often-terrifying art and sound design, the sense of dread and foreboding is palpable.

“There can be no hope in this hell, no hope at all.” -The Ancestor

A little history: Darkest Dungeon was actually a Kickstarter in April 2014. I gave it a look and I was impressed, but I had little money and no independence at the time and had to pass up the opportunity to back it. The game launched early in 2016, and I nabbed a copy the moment it went on a modest sale.


…Then I found out I couldn’t play it without upgrading to OS X 10.9 or better, and I wholeheartedly believe Apple has only made downgrades to their operating system since 10.8. So, Darkest Dungeon unfortunately joined the roster of “Steam games I own but will never get around to playing.”


The game has been ported endlessly since, and I was highly considering picking it up on my Xbox One. But Christmas 2018 came and went, and I ended up with PC hardware that could actually run the damn game.


Over the course of two months I took my time and enjoyed the hell out of this game. I’ve long been a fan of turn-based RPGs and “classic RPGs,” and this one fits the bill admirably. Its combat is more strategic than most, and there’s a sense of urgency and legitimate choice with every action players take.


Stress and Afflictions


The urgency is due in part to the game’s notorious stress system, which is Darkest Dungeon’s take on the insanity meter in other horror and/or Lovecraft-inspired video games. Did your character get hit with foul incantations? Stress. Receive a critical hit? Stress. See something disturbing? Stress. Watch their companion die horribly? Yep, stress.


At 100 stress, your character has a mental breakdown. These afflictions can be good (e.g. courageous) or bad (e.g. paranoid)–but most of the time they’re bad. My least favorite affliction is “irrational,” which causes the hero to spout nonsense and deny healing, among other things. At 200 stress, the hero has a heart attack and dies.


Death, by the way, is permanent.


No matter what you do, by the end of a quest you’re likely to have a character or two who’s on the brink of psychological collapse. The solution? Send them to a chapel or a bar, where they spend a week recuperating via prayer, prostitution, gambling–whatever floats their boat. Sounds a little tedious, right?


Actually, yes and no–sure, it makes the game harder. But it also forces gamers to switch out characters on a rolling basis, employing new team compositions and strategies while the other heroes recuperate. In most RPGs, I end up “maining” a few heroes while the others sit idle on the character roster.


Not so in Darkest Dungeon–thanks entirely to the stress system, I can say that one playthrough made me comfortable using each and every character class in the game. That’s something I can’t say for any other RPG I’ve played, period.


Replay-ability is Darkest Dungeon’s only weakness


It’s a good thing, too, because Darkest Dungeon doesn’t strike me as the most re-playable game. As a roguelike, all but a small handful of dungeons are randomized, but the game’s difficulty is otherwise caused by two properties: unfamiliarity and RNG. Once you’re acquainted with all of the game’s strategies and know how to counter each boss, you’re only going to lose due to poor luck.


And that misfortune will result in relatively large setbacks. The game never forces a reset, as new recruits are always arriving in town to replace your fallen companions–but that process of leveling new heroes to match the strength of your old ones grows tiresome, doubly so if you know the only reason you lost your favorite hero is due to “RNGesus” not favoring you.

Them crit Wyrd Reconstruction heal feels.

I’m not suggesting the game would be better without those setbacks–it’s fitting. Death is a real and constant threat, and it adds weight to your mission. Darkest Dungeon would be at odds with itself thematically if players could waltz through missions slaying everything in sight without any real worry.


Do I recommend it?


I can’t recommend the game to everyone. The game is hard and you’re sure to face formidable setbacks. But if you like turn-based RPGs, it’s a win. If you like Lovecraft, it’s a win. If you like roguelikes–what are you waiting for? Play the damn game, it’s fantastic.


Darkest Dungeon II was announced Feb. 19, 2019. Not much is known yet, aside from a harsh winter setting, possibly hinting at a narrative inspired by H.P. Lovecraft’s Mountains of Madness. I can’t wait to play it. In the meantime, chances are I’ll delve into the game’s Crimson Court and Color of Madness DLC add-ons and review those too. Stay tuned!


What are your thoughts on Darkest Dungeon? Roguelikes? Lovecraftian games? Let me know!

3 views0 comments

Recent Posts

See All
bottom of page