And, of course, it reminded you that overconfidence is a slow and insidious killer. It taught you that preparedness was important, but thinking on your feet when the ♥♥♥♥ hits the fan was the true test. Underneath all that badassery, though, it challenged you to think differently about heroism, and about the cost of adventuring. It smoked behind the gym with its friends and skipped class. It broke game ‘rules’ took control away, kicked you when you were down. It wasn’t fair, like the horror movies and war stories that formed its foundation. It was not friendly, or welcoming it did not owe you a victory, or suffer fools. What it would permit, and what it wouldn’t, where it left the beaten path, and where it tended to stay close to its roots.ĭarkest Dungeon grew up in that second year. As we worked, we got to know the game - its personality. What would it really be like to battle the horrors so commonly dispatched in the games of our childhood? What would facing down unholy abominations day in and day out do to someone? What good is a glowing Sword of Unholy Slaying +5 in the hands of a blubbering coward?Īfter a year of discussion over scotches and poker games, we began development full time, and Darkest Dungeon started to take shape. “Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.”ĭarkest Dungeon began as a thought exercise.
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