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Thoughts on this?
gud game
too grind
me want same game with less grind and maybe one or two QoL fixes
Bad game carried by atmosphere, aesthetics and narration.
yep, I remember knowing for sure that there wasn't much good "game" there due to everyone who was shilling it describing it as "comfy". biggest red flag a game can have
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>me want same game with less grind
Here you go anon
People who describe Darkest Dungeon as "comfy" are retarded. It's an anti-comfy game. It is the opposite of comfy. It is a stressful, painful grind. I still like the game, but I'd never describe it as "comfy" in a million years.
Not as hard as people say once you know what you're doing
Overall a pretty good game though a bit dependant on RNG against some bosses
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Very cool thanks anon
It looks so grimy. I only checked out the comics and I don't know what to make of it. Especially since I played Warsaw and thought it was a mixed bag. I also used to be curious about Deep Sky Derelicts but I heard it's very short.
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Very enjoyable turn based combat, but soiled by its poor RNG, grind, and a developer that is insists on making the game not fun.
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Good but not for everyone.
I eprsonally don't mind the grindyness and people cmplaining about RNG just need to git gud.
But i can see grind beign a turn off for many but i personally absolutely fell in love with the writing, the atopshere the music the visuals the everything.

The heavy, opressive, nigh hopeless atmopshere adds to that too in my opinion.
I could see grind beign a huge chore but thanks to how the game presents itself, how it conditions you to it's surroundings makes it so it's not as bad.

The game tells you from the beginning that the task ahead is terrible and there is almost no hope and it delivers on that promise or at least makes you think like this, seamlessly immersing you into it's mechanics.
It's tough as nails at time but again, it's something that you expect it to be so it doesn't feel wrong.

Chekov's gun, or dungeon.
Personally, i recommend it tho like i said it might not be for everyone.
But like other Anons said, the raw atmosphere, aesthetic and narration are enough to carry it.
And ye olde Lovecraftian horror themes are a cherry on top.

And it also has some godly soundtracks.

It has it's moments.
The friendly barks between heroes while camping are sometimes downright wholesome.

>"I'm glad i can face these horrors with all of you."
>cmplaining about RNG just need to git gud.
Dont listen to these people OP

Darkest Dungeon fanboys always say this as a shitty comback but in reality you cant git gud at dice rolls
>Comeplaining about RNG in a rougelike
Come on now
You can get good at being prepared to deal with them. If an element of chance meant there can't be skill involved, professional poker wouldn't be a thing.
You're just like the people who claim poker is a game of luck. You can't choose the cards you get, but you do choose how to play with them.

Same shit for DD as well as for many other RNG-heavy games. It's not the amount of RNG that matters, it's the options it gives you for dealing with bad RNG. You can definitely "git gud" at DD, but not if you're just assuming "git gud" means "get better rolls" and give up the moment things don't go as you planned.
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Read nigga, read!
The first thing you see after the intro cinematic.
It's about making best out of the bad situation you are given.
here comes the defense force.
Darkest Dungeon is a game about reading up on all the dumb shit that will fuck you over and autisming your choices like a blackjack card counter so you can recover and get by even when the game decides it's time for your dick flattening. It has that classic reverse difficulty curve where it'll fuck you over at the beginning and force you to slog through getting permanent debuffs on your guys and by the end nothing can touch your min-maxed party except extreme bad luck.
Grindfest pretending to be difficult.
Not a strategy in the slightest, it's just regular dungeon crawler with fuckload of memes around "gitting gud"
Carried hard by art direction and narration, the sequell looks like hot garbage
Leave it to /vst/ to get filtered by a core game mechanic and instead of spend a little time practicing, whining that it's a fatal flaw.
Maybe parcheesi is more your style.
It's a roguelike with a ton of grind and bad RNG. I'd rather just play a traditional roguelike, desu.

>Too grindy (or more accurately repetitive) but enjoyable and solid turn-based combat
>Not as hard as people say in my opinion, once you master party composition and get some leveled-up heroes (but until you do it can be rough)
>Very good art direction, worldbuilding, 'style'
>Houndmaster is a bro
>Want to bang the Plague Doctor, I assume she is actually a thicc mistress underneath those robes

Overall, 4 of 5 stars. I hope the sequel is good, but what the fuck are they working on? It's been forever and we haven't seen shit of it, even after announcement.
>what the fuck are they working on? It's been forever and we haven't seen shit of it
I assume you slept through the whole dev cycle of the original game, because by this time it's pretty apparent the devs work really fucking slow (probably triple-checking everything and run it by focus groups just to be sure no fun accidentally makes it to release).
>muh RNG
It's a risk management game. There is no RNG.
9.5/10. Fuck the necessity of antiquarians. Games hard enough without escorting a skittish kike through the ruins because nobody else has shekel sense
>don't find game fun
ok sure I got filtered by the fact that it was irritating rather than challenging.
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>escorting a skittish kike through the ruins because nobody else has shekel sense
I've never heard it described so colorfully.
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It is a game I find immensely wonderful for a whole host of reasons. The world building, aesthetic, gameplay, it's all just a big ol' sloppy chef kiss on my sense.


Very few games have ever been ruined so totally for me with the level of pointless length padding that Darkest Dungeon has. The constant need to grind just feels bad. The first one or two times I plow through a zone to fight the big boss feels like a cool adventure. Every subsequent time feels like a goddamn chore.

I would accept it if the game did not have >>635561 the reverse difficult curve described here. By the end I'm not even having fun. I'm just doing the same thing over and over to the same mobs the same way until they're gone. The bosses don't evolve or become more complex, the new powers or abilities the enemies gain are usually just "hurts you more, lelelelelel" and overall it sinks me in to they grey abyss that I see below me whenever I contemplate trying to play an MMO again - there's nothing all the way down except grind.

The developers trying to defend it as some sort of thematically appropriate difficulty are slack jawed faggots. Dark Souls has a reputation for being "immensely hard" but it's F U N and can be completed without willfully subjecting yourself to the human version of running in a hamster wheel.
>It's a roguelike
It's a very poorly designed roguelike with unnecessary grinding. People that can look past the graphics will just play Dungeon Crawl Stone Soup if they want their rogue fix.
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Lemmy drop you an article someone posted on /v/ not that long ago
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And here's the last page.
I personally don't like the changes in character proportions.
They take away from the original impeccable style but the overall transition into 3d doesn't even look bad.

>No more multiple classes in the same party
And couple of classes are still missing, including my boy the Crusader.
>Game is boring, repetitive and all its difficulty comes from the amount of grind it takes to finish it
It's 2021 already. Why are you still in Early Access Defense Mode, retard?
RNG is completely manageable, making it a non-issue. Resources are only an issue for first... 4? 5 expeditions? It's the endless grind that takes away from the whole experience, directly translating to fake length. Beaten the final dungeon? Nu-uh, you now have to do it few more times. With different group each time, because... um... they can't be used again, ok?
It's a grindfest, but unlike a grind-based game, it isn't even part of the whole experience. It's just there to paddle the length of what would be otherwise a single evening game, with entire slew of mechanics that exist solely for padding. Note that I'm not talking about combat, since combat is brain-dead and piss-easy once you assemble any given "proper" party, the whole "difficulty" comes from waiting for the right recruits to show up. I'm talking explicitly about the fake length of the game achieved by repetition and forcing you to grind at the same time 4 "main" parties, 4 back-ups and 1-3 (depending on how over-levelled your back-ups are) forage parties. Soooo much fun to do endless loops of the same dungeons to get extra funding to keep the four main parties supplied for their final fight that will forcefully retire them.

tl'dr suck a dick, faggot
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>No Vestel
>No Crusader
How could they not keep the core 4 from DD1?
>RNG is completely manageable
In what world is RNG manageable.
I have gotten a surprise round, managed to RNG over half my attacks into misses failing to kill anything with surprise, then got crit 3 times by the skeleton archers, and lose a hero to getting dog piled from the high speed enemies going twice in a row.
The RNG will be outright unfair at times when you get hit with back to back crits and miss with high accuracy attacks against low dodge enemies because RNG.
holy shit you're right. I would say I'm dropping this game, but I never intended to pick it up in the first place.
Yeah I hate the change in art direction, the change in game play focus, and missing the usual suspects party just seals the deal on they are making a game I am not interested in.
Not being at the start doesn't mean they won't be in the game.
Not being in at launch is still a weird decision, with the radical changes you would think they would want to open with something familiar to help get the player back into the groove of the first game, using the same classes for whatever passes for a tutorial this time around seems like a wise way to do that.
>Darkest Dungeon 2 wants you to care more about your flawed heroes.

Way to make a total 180, DD1 was made so that you treat most of your heroes as expendable meat and that actually we the optimal way to play. Like when your first group of characters finally bite the dust and you do not ragequit you suddenly realize that there are infinite amounts of almost exact clones of them ready to take their place, they look the same, have the same skills and a few minor random quirks.

DD1 played well on the psychology about caring about your heroes for a normie gamer that wants Reynauld and Dismas to stay alive since they were their tutorial. But only works for one play through and crumbles if Reynauld and Dismas kick the bucket.

What will be the incentive in DD2 if you are just going full on "moblie game" type short runs? Oh wait THAT'S RIGHT! Mobile game ooooh! I see.
What are some good mods for DD1?
They are also keeping roguelike elements, you should have very little attachment to your heroes anyways, they are only there for a single run.
If they want to make people care about heroes remove the roguelike/meta progression elements and focus on story building elements, but then we will just be stuck with a shitty version of Oregon trail.
This is true, once you get to T3 dungeons your min-maxed heroes an literally get OTK-d cause of bad-luck at any time. Regargless of level or party comp or equipment. That is when the game starts to show its faults, your many hours of grinding and leveling your hero suddenly get thrown out the window, making your realize that all of it really never mattered this whole time.
I think the biggest issue is the enemies are too good at prioritizing who to attack a lot of the time.
Between the difficulty/expense/rng to heal out of combat, the absurdly high damage enemy crits will do, with the rider effect of sanity damage to the whole party way too often, a string of crits can lead to an entire party having mental breakdowns through chain stress and breakdowns.
It's managable in a sense that once you figure out how combat mechanics work (or read any given guide), your expectations shift entirely. Since nothing matters - as you've noticed - there is literally no point giving fuck or even expecting success. On top of that, once you know how each enemy type attacks and what they can do to you, it's a long lin of counter-counter-counter-counter-attacks.
And all of it leads to even more boring gameplay, since you know this is all just to slow you the fuck down, rather than offer an actual challenge of any kind.
That isn't managing the RNG that is just accepting the massive faults in how it is coded.
It is a lot like xcom RNG where it tends to screw the player.
Managing RNG would be removing the ability for it to screw your run, such as adding so many modifiers you can out sustain most enemies through prot/healing since those things arn't as reliant on RNG most the time.
But I have never felt I could rely on those to survive things.

I'm not usually a doomer but I don't know if I like the vibe I'm getting off this at all.

>I don't really like the new models and proportions
>Where's the crusader and vestal? It doesn't need to have like every class I liked exactly, but when they're bringing back already a bunch of existing classes, why are they leaving out the most important healer and a fan favorite? I hope this is just early access vs. release or something...
>Ditching accuracy is weird
>No upgradeable items or stats?? I thought this is where they would ADD stuff, not take it away
>What is this token shit? What the fuck? I don't really get it. So you find and equip 'dodge items' rather than having dodge chances and skills?
>If your enemy has a block token, they take 50% less damage instead of a hit or miss. That really sucks dude, like I get it that the average of a dodge and a hit is a 50% hit, but that takes all the drama and swinginess out of combat

This really looks not so good bros, what the fuck?
Dunno, genuinely don't care. I found the game terribly boring and grindy, but in the same time, from my perspective, RNG wasn't really an issue. Guess that comes from different set of expectations. Still, agree that DD is an awful game and it was carried almost entirely by the power of memes and visuals, rather than actual gameplay.
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I fear that they are going to dumb things down for a broader, more retarded audience of normies.
And i don't like how they deride old artstyle, comes off very meanspirited and resentful to something that gave them success.
>>Where's the crusader and vestal?
get your wallet ready for DLC
>complains about normies and idiots flooding his game
>said game is Darkest Dungeon
You animals are beyond "insufferable"
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Oh god I am reading it more closely and it's even weirder.

It sounds like there's no 'hero roster' and 'base building' metagame in between 'runs'. If I read it correctly it's you pick a roster of 4 and go until they die, and then that's it, you start over, and if you win then its game over????

What the fuck dude?!

Again, I promise I'm not a 'keep everything the same always' doomer but this really seems like they are fucking the dog
I hope we will have some sort of a stand in for Hamlet like from the first game and from there you send expeditions of heroes out and the expeditions themselves will be the "runs" but i dunno man.
I'm sceptical.
Frankly the new art style is atrocious for a game that's as abstract as DD. They're clearly doing it because they have the budget for it now and it looks more technically impressive, but it doesn't fit the "4 dudes standing in a line" gameplay, at all.

With the previous art direction they could also play around with proportions a lot, so fuck-huge skeleton enemies, while dumb if you think about it, didn't look wrong. I can't imagine how stupid larger human undead are going to look like here, if the're included at all.
>I hope we will have some sort of a stand in for Hamlet
You won't. We've known this for a while: every new run is "fresh" in the same manner many roguelikes do it. It's possible that there will be some meta-level unlocks, like characters, etc, but your characters and loot won't carry over between runs.
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In the artictle itself they state now that they have a bigger dev team it is easier for them to animate the 3d models rather than having one dude hand draw every single frame of animation for every character and monster.
Change in arstyle is still dumb tho.

Why do they hate big heads for?
No idea, the only nitpicky part that bothered me was characters having only 4 fingers but other than that style and art were impeccable.

waht the fuck

i want to die

i guess i just have to sacrifice a cat that paradox doesn't fuck up victoria 3

im genuinely crushed dude this looks awful

so i have to pick one roster and play with it for hours at a time????

i liked darkest dungeon because it was similar to XCOM's style of game - you build out a roster and send them into missions, improve the survivors over time, work towards the end goal

now it's like pick 4 heroes and try your best to win in one fell swoop!!!!! gotta stick with them all game!!!!!!

this is fucking awful holy shit, im dying
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We will see.
In one of the screenshots you can see a cart.
And the game was more focused on a hourney, hopefully we'll be able to reach checkpoints and set a camp and this is when we will be able to customise stuff and maybe change around the heroe sin the roster.

I dunno, it's still a very early work in progress so maybe they will change up stuff in time.
Time will tell.
I really cannot come up with an explanation for your of quotation marks.
i like the aesthetic and kind of like the gameplay but it's soo slow and grindy I can never get properly into it
What for did you bump this thread, you dumb faggot?
>What for did you bump this thread, you dumb faggot?
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>I don't really like the new models and proportions
There was always something off in the comics and full sized artwork of each character, but yeah it's somehow worse.
>And i don't like how they deride old artstyle,
What, what? When did they do that? Who the fuck would think the original art style is anything but amazing?
Maybe that's what they mean by runs, and not full fucking playthroughs, hopefully, for myself I will wait until the game comes out and see what the Buy-on-release guinea pigs have to say about it.
Also the new art style fucking shit, the old one was better, but that might just be the nephobia.
>What, what? When did they do that?
I believe it this >>636038
They trash the old design a bit, also the art style, which I found is the perfect combination of cartoony but dark.

Yeah, for me this game was easily a candidate for a day 1 purchase before, I loved the first game warts and all, but now I am extremely skeptical and kind of expecting it to be a dud flop.

The whole removal of the hamlet metagame and party selection is probably my biggest issue, but its followed closely by all this 'token' shit. I REALLY don't like the idea of there being no dodge and accuracy stat, and instead an enemy can have a 'dodge token' that makes you do 50% damage.

I don't know if I'm reading it right desu but that's my impression of what they are saying - sounds really awful.
Ah yes, the virgin dumb skeleton versus the sophisticated... why did they pick a screen with three identical skellies + a flesh pile to pit against four unique skellies?
Surely they aren't going to make all their shambling corpses generic zombies who don't know what weapons are...
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haven't kept up at all but wasn't DD2 supposed to take place in some arctic setting?

yeah actually wait wtf lol i thought so
It's the DF of party management RPG:
It pretends to be difficult, while in reality it is simply very obtuse and RNG-based. However, the "core" playerbase just won't shut up about being stressed and gitting gud, which quickly gets tiresome, given this game isn't hard or challenging - just grindy.
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i cant tell you how much i miss this format and era of /v/

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