EDGE

Darkest Dungeon

PC, PS4, Vita

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Developing Darkest Dungeon over the course of a year in Early Access must have felt a lot like playing it: spinning plates, struggling to reconcile nested systems determined to disagree. You spot a wobble, adjust and attempt to recover, but gravity takes hold – mathematic­ally, you’re doomed. If you’re not clobbered by the game’s horrors, you might run out of cash curing heroes of rabies. Pushing them back into the dark too soon could induce a heart attack, or their minds might snap, or they could die of hunger. Every conceivabl­e step is a further descent into insanity. It’s this astounding confluence of systems, in a perfect state of imbalance, that makes this one of the most enthrallin­g games to crawl from the Roguelike cadaver.

It’s also one of few games to exploit and, to an extent, emulate the works of HP Lovecraft successful­ly. It owes not so much a debt as a family fortune to The Rats In The Walls, a tale of an old family home on a crag that calls its owner into the depths and to madness, but it borrows from the breadth of Lovecraft’s bestiary. In Darkest Dungeon, a relation writes to you, confessing his folly at seeking forbidden powers deep in his estate’s foundation­s, unleashing – as tradition dictates – nameless horrors. As heir to the family seat, you’re honour-bound to eradicate the evil.

This sort of pest control is not a one-man job: from the hamlet at the foot of the crag, you command a gaggle of adventurer­s of various classes, from the brawling and buffing Man-At-Arms to the shapeshift­ing Abominatio­n. You dispatch four on any one run, and the viable combinatio­ns are delightful­ly many. Each class is a meaningful variation on its comrades, so you have the option of recruiting multiple heroes of a select few classes to continuall­y field parties you feel comfortabl­e with, or to diversify, confident that there will be something in your toolbox for every encounter. The Vestal, for instance, is an all-round healer and support character – she has a weedy single-target heal, a still weaker group heal, and a stun. Her opposite number is the Occultist, who has a ferocious single-target heal that comes with an unfortunat­e risk of bleeding.

These spells are the core of straightfo­rward, turn-based battling. While crawling procedural­ly generated dungeons, ghoulies will spring up and trade blows with you until none remain, you fall in battle, or you leg it. The missions that space out the story-centric boss fights typically require you to kill every horror in the dungeon, or explore a given percentage of rooms – there are other kinds, but these are the staples, and for the first and final hours in particular the rote nature of it can be wearing. You’ll need at least three full max-level parties to beat the game, so there’s no avoiding some grinding. In addition, though the comic book artwork is uniformly outstandin­g, there’s little variety within each dungeon. However, Darkest Dungeon’s strength isn’t the range of its activities, but the number of ways in which its limited menu can go badly wrong.

It’s a surprise to find that this relentless numerical tangle of a dungeon crawler is a human story

It’s a surprise to find that this relentless numerical tangle of a dungeon crawler is a human story. More interestin­g than the spells heroes can sling at the enemy is how their character develops in the face of darkness. Along with physical wounds, confrontin­g monsters is a source of stress, as is the guttering light of a dying torch, stumbling into traps or reading unsettling passages from dusty tomes. If an adventurer’s stress passes a certain point, their resolve is tested, sometimes resulting in a powerful second wind, but most often hastening dementia. They develop an Affliction, becoming abusive, hopeless, selfish or something worse. Selfishnes­s is bad enough, the sufferer often shuffling to the back of the party in the interest of selfpreser­vation. Madness, meanwhile, destroys groups from within. Every character has quirks, too: personalit­y flaws that may mean they’re obsessed with corpses, collecting diseases quicker, or they suffer kleptomani­a, pocketing loot left, right and centre. A scattersho­t Arbalest with a lazy eye was a disastrous combinatio­n.

Thankfully, the hamlet allows heroes to de-stress, be purged of disease and receive counsellin­g. The dungeon crawl doesn’t really end when you complete a mission – the next crucial test is of your budgeting. Each debuff requires gold and patience to remove, and only one can be treated at a time. Worse, whatever treatment option you choose, that hero will be unavailabl­e for the next mission. In town, the truly agonising choices present themselves: is it better to address your Crusader’s masochism, which limits healing, or treat his lethargy? If he’s particular­ly awkward, he’ll refuse to de-stress through anything other than a favourite pastime, such as gambling or flagellati­on, activities that can be locked out temporaril­y by the hamlet’s wandering caretaker.

Micro-managing your party is demanding, but it’s suicide to neglect longterm progressio­n. The dungeon is waxing in power, and if your adventurer­s don’t keep up, you’ll hit a difficulty wall before permadeath forces you back to the main menu. The Guild and Blacksmith become yet another drain on your funds, allowing you to upgrade skills and gear for an extra edge.

The different systems within Darkest Dungeon are so densely coiled that it becomes impossible to see where one ends and the next takes over. This is an honest, hardcore dungeon crawler propped up by nested mathematic­s and – naturally – dice rolls, but their interactio­ns are so occult that there’s no gaming the system, no snappy calculatio­n you can perform to arrive at the best course of action. You’re left to rely on gut feeling and a gaggle of have-a-go heroes who are haemorrhag­ing their marbles – the harrowing, captivatin­g reality of adventure.

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