Stress remains with the characters after an expedition, much like the horrors they’ve seen would remain in their minds. Stress adds something else you have to manage, on top of everything else. The game is continuously saving over any progress made, so if you lose an adventurer they are gone. It was easy to see the permadeath and stress systems as novel additions to what was otherwise your standard turn-based role-playing game. But I quickly discovered this only touched the surface of the philosophical depths that lay within this game. The game was initially attractive to me because of its unforgiving permadeath and a stress system that explores a realistic interpretation of the effects a dungeon crawl would have on a person’s mind. I recently added Darkest Dungeon to my gaming collection, only three years behind everyone else.
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