Got to the mid tier, got crushed, back to start. Yup, that more or less is how that game goes. Like, personally I find that too punishing, the only way to learn the mid game is to grind the early game (which takes some number of hours) a good number of times. And, one assumes, you'd need to grind the mid tier to reach the higher.
Mind you, I got that game back before they added a whole bunch of changes, left before the took effect, and since I completely disagree with them, eh.
Like I will stand by Darkest Dungeon being a great game, for the first like 5-15 hours depending on who you are. But the second time your mid-tier party is wiped due to circumstances completely outside of your control, or your game crippled to the point of needing a reset (real or essential)..you kinda go from either "ok, done with this" or "heck yah, my kinda grind!"
My fondest memories of darkest dungeon involve figuring out the puzzle, on my own, and implementing it. Why?
I offer the following idea. If a game is going to be extremely hard, grueling punishing, massively difficult..it needs to have a right answer. Essentially, their should be some peak a player can reach which makes the game impossible to lose. The way a game like Darkest Dungeon gets its difficulty, and its strength would be in making that peak state extremely high, and constant. You need to be on your game 100% of the time, or you will trip.
During the early-access however, this was not the case. There were fundamental flaws in the game which inserted too much randomness in the system. The player base's response to this was, essentially, to use strategies that removed the random element from the game. (ignoring stress, constant healing, etc) Why? Because screw random chance being the deciding factor in a game like this, and not my own personal skill. A run of Darkest Dungeon should be won or lost by my own merit and skill, not blind luck.
All the very best/well known rogue likes have this trait. You can always chalk a lose up to your own fault. Even games like Dark Souls, BloodBorne and such are like this. You lose, a lot, but its always your fault. Its why, when you win, its so elating. And why the challenge is worth pursuing. Can you imagine if the bosses had no patterns, the enemies no set actions, and dieing meant restarting the game? What percentage of players would play such a game? How would the general community feel now if the developers, instead of fixing some random element that forces a game-over outside of the players control..they added features to stop the players from actions they were taking to avoid such random elements themselves?
Yah, I know, this turned into a rant on the whole game! But I feel like my disappointment at what it became is the most brutal moment I had with it. Do I really care about the new mechanics? Am I whining that they took away my OP strats? Maybe..but I would gladly play the game with them if it didn't feel so much like the developers duck-taping up the leaks in their fundamental design. Essentially Punishing the players for finding ways to play the game as it should be. That, to me, is brutal.
Still, I invite everyone to buy and play it. the first 5-15 hours really is great. I have no doubt of that, and that alone is worth the price. Beyond that? Just know there are mixed opinions on the game.
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