The Dingiest Cellar.
Indeed, Darkest Dungeon
Souls is the latest and probably greatest of the edgy cool kidz who
call themselves Roguelike, or Roguelite, which to put simply, is they
indulge in the highly addictive drug called Fentany- Permadeath.
Though in light of recent updates, the Hamlet now can decide on
behalf of a portly gentlemen with a habit of yelling and ringing a
bell to break out the local necromancer to bring back a few dead
heroes of yours just so they can all die again. But given the rarity
of such an event and the fact that everyone likes to drop dead
without a two weeks notice it's a welcome addition to what can be
considered one of the most stressful games I've ever played.
The introduction is simple
enough, take the old road to the Hamlet, a quaint little village, and
a beacon of safety(?) within the corrupted wilderness that has beset
the family land. Through this somewhat faint premise of a story I was
introduced to turn based combat system that reminded me of something
out of a Dungeons and Dragons handbook, except that it's not top down
and there's all this nice dark line art instead of chip dust and
literal elbow grease filling the creases of a leather mat spattered
with dry erase that no longer erases. Initiative and all that jazz
and resistances and whatnot, banish the unholy etc... Like a slow
motion history of all medieval role playing up to 2016. But then the
actual role playing came in and gave me a sharp slap on the back of
the head and barked at me to respect it. And when my heroes began to
claim that the Light compelled them to pass their turn and contract a
chronic case of the runs I did indeed, respect it. In fact so much to
the point where my stress healer decided having a heart attack after
landing a critical heal was the greatest contribution they could make
to their fellow foolish adventurers.
So yes, it's a good game,
but if you don't sell your soul to the devil so RNGesus will smile
upon your sacrifice and sin you'll likely sink a good 10, 20, 61.2
hours into one Hamlet before realizing that after you put your
highest level bastards through the final quest they-. Actually, I
won't spoil it for you, and the 1.2% of people who have beaten the
game (The “Beat the game” achievement is actually worth something
for once) probably won't tell you either. The lore is good, and at
this point it's the only reason I keep buying torches and
periodically place my motley crew of idiots into stress treatment
(aka buying them drinks, whores, whippings) so I can do it all again.
The again being the familiar feeling of “Oh fuck me, they all might
die since someone decided to skip lunch”.