Darkest Dungeon Review
It's also the deepest, most punishing, and tense dungeon.
Update: Darkest Dungeon has been nominated for IGN's 2016 Game of the Year.
Like most fiendish things, Darkest Dungeon appears much simpler and more benign than it is. Its grim but expressive hand-drawn art style, combined with how you only ever see your party of four mismatched adventurers trudge from left to right as the backgrounds scroll by like a demented Hannah Barbera cartoon, might give you the idea there’s not much to it. But once you’ve explored a few of these randomized dungeons and almost certainly seen several of your fragile characters brutally killed or driven insane, it’s revealed as an intimidatingly deep, tense, and intentionally opaque turn-based tactical game that’s dripping with character.
What strikes me most is how the rampant and merciless randomness always keeps me off balance, struggling to stay alive. It comes in both the usual accuracy percentages for various attacks and dodges, but also unexpected and unusual places - even the turn order is mixed up by behind-the-scenes dice rolls. So you’re never quite sure, for example, if your Vestal healer will be able to patch up your Crusader tank before the enemy can deal a killing blow, permanently removing that character and all his progress from your roster. By robbing you of the certainty and predictability you usually see in a turn-based tactics game of this nature, Darkest Dungeon creates tense and terrifying battles where you’re never sure what’ll happen next.
An Atmosphere of Doom
Battles are great to watch, too. Using just a few frames of animation and some parallax movement, Darkest Dungeon conveys action and excitement, and the monster designs are varied and often creative. Battle is fought against a wide variety of bandits, skeleton warriors, fish men, filthy pig monsters, Eldritch horrors, and all manner of creatively designed monstrosities in between. The grotesque bosses are especially noteworthy for their unique and powerful abilities, which include a transforming lump of flesh and a Siren that temporarily seduces one of your party to her side.
A Deep Hole of Complexity
So it’s all about maximizing your odds of survival in these unforgiving places, though that’s easier said than done. It’s impressive how many different factors you have to consider when putting together a four-member team from the 14 distinctly different classes that not only has complementary abilities, but also taking care that no member is affected by weaknesses that might make them vulnerable to the perils of a particular dungeon run.The first complex thing you have to consider is that each character has seven skills, such as the Highwayman’s bleed-inflicting Open Vein or the Grave Robber’s blight-loaded Poison Dart. You can only have four equipped at a time, and unlocking and upgrading each skill individually represents a considerable investment of resources. This forces you to specialize characters for specific roles, such as front-line melee or back-row support, or to spread your abilities thinly across the positional slots. Each class’s ability set is flexible enough that most characters can serve multiple roles, which adds a lot of diversity to possible builds.
Above: gameplay in the Weald dungeon.
But wait, there’s more: each character’s placement in the four-character lineup affects which skills can be used. For instance, Poison Dart can only be used if the Grave Robber is in slots three or four, Open Vein can only be used from slots one, two or three, but only against enemies in slots one or two. That not only necessitates careful arrangement of your party, but it means that an enemy can cast an ability that can knock you out of position and disable some of your most potent abilities, forcing you to spend turns shuffling back where you need to be. And of course, you can do the same to them, which can define entire strategies against certain enemies.Add to that the task of managing your home base hamlet, which involves such tasks as upgrading your ability to upgrade your heroes’ skills and weapons and armor, and treating them for persistent afflictions like debilitating diseases (syphilis is a nasty one) and harshly negative quirks, then provisioning each expedition with enough food, torches, bandages, anti-venom, keys, shovels, and other equipment beforehand, and it can easily become overwhelming. There are a hundred things that could go wrong, from not having enough ranged damage in your party to running out of torches (which gives the monsters a bonus, but also increases your potential to earn loot) to your characters getting stressed out and dying of actual heart attacks.
Above: Gameplay from the Warrens dungeon.
That’s right: Stress is a major component that’s as important as health, and perhaps even more so because it persists between quests and must be managed both in the field with in-combat skills or camping abilities, and in the hamlet by sending your heroes to pray or drink or gamble their problems away. It’s another layer of management that adds a sense of frailty and human fallibility to characters, especially when their stress meter fills up half way and they face a test of resolve, which usually results in a condition like paranoia or masochism that’ll make them take action independently – such as passing a turn in combat, refusing a heal or a buff, or even hurting themselves. But sometimes they’ll surprise you with a positive outcome that can rally your team to victory, and when they do it’s thrilling.Teetering on The Brink
Above: Gameplay in the Ruins dungeon.
Once you find a team that works well together, it can be tempting to try to maintain an "A team" of synergized heroes who you can send on the most dangerous missions, but Darkest Dungeon does everything it can to discourage that behavior by making it inconvenient. For one thing, it doesn’t allow you to save groups - you have to remember that yourself, and who goes where, every time you send them out. Conditions like stress and disease also encourages you to let a hero rest for longer than his or her comrades, which made me mix up my lineups frequently based on who was available. I don’t necessarily like how Darkest Dungeon pushed me to it, but I do appreciate that variety and experimentation that arose as a result.My march toward the final dungeon did become an artificially protracted grind, however. After more than 40 hours, I feel like I’m roughly halfway there, due to the requirement that you must individually level up a large group of heroes to complete the final four dungeons. That feels like an arbitrary and grindy inconvenience, especially in a game that thrives on suddenly killing your characters. But on the other hand, a grind is only a bad thing when the act of playing becomes predictable and repetitive, and Darkest Dungeon never does. (Note: it’s rare that I publish a review without having completed a game, but in the interest of getting this out there while Darkest Dungeon is still relatively "new," here we are.)
PlayStation 4 Version - Updated Sptember 26, 2016
The only significant difference to Darkest Dungeon on the PlayStation 4 (which comes with both cross-buy and cross-save for the Vita version enabled) is that the controls take some getting used to. For instance, in order to navigate the inventory you have to hold L1 and use the right stick; holding R1 instead and using the stick goes into the character status screens. It feels like a control layout that, once I’ve internalized it, would let me access everything quickly and easily – but there’s going to be a lot of learning involved before I get to that point. Until then, clicking the left side of the touchpad brings up the controls list when I forget which button does what. That quick-access cheat sheet seems to suggest I’m not the only person struggling to get a grip on them.PlayStation Vita Version - Updated September 27, 2016
The Vita version of Darkest Dungeon contains all the same content as the PlayStation 4 version, and it handles the many gameplay layers admirably. Like its console counterpart though, its controls are a bit fiddly. Basic functions of combat and movement are easy to grasp, but getting into the guts of the many menus to find specific pieces of information (and Darkest Dungeon has plenty of nuances to explore) takes some getting used to. Especially if you are the kind of person who obsesses over stats, gear, and resistance numbers, the Vita version can be a bit difficult to parse at times.Nintendo Switch Version - Updated January 19, 2018
The Switch version of Darkest Dungeon plays very similarly to the other console versions, but when played in handheld mode its larger screen (compared to the Vita) makes it much easier to read the small text. Mixing the Joy-con controls with its excellent touchscreen control (a carryover from the iPad port) is a great way to sidestep the awkwardness of navigating menus, which means it's even easier to play that way than when docked.Verdict
Darkest Dungeon is a grim and merciless tactical strategy game whose great tension comes from its many layers of complexity, unpredictable randomization, and willingness to put our fragile characters in mortal danger if we dare to venture into its depths in search of treasure and glory. Brilliant narration and stiff yet surprisingly expressive animation make it easy to be drawn into its vague but tantalizing world, though the end feels artificially out of reach.