![]() Your heroes can die just as easily from a heart attack as from a sword. It’s easy to do one or the other, but that’s not enough. When characters crack, they take on random debilitating traits like “abusive” or “afraid.” This is the well-executed balancing act of Darkest Dungeon: I love trying to keep people healthy and sane. Seeing a friend die or barely surviving a critical attack has a tendency to make people freak out. It’s hard enough keeping everyone alive, but battles put adventurers under a lot of stress, too. Battles are always tense, though, and I found myself dreading them as expeditions grew longer and more dangerous. Combat gets more fun as more character types arrive in town and new abilities get unlocked. ![]() Especially at the beginning of the game, I found the few characters and abilities available made these battles more of a slog. Combatants take turns using abilities to attack, heal, or cast spells. When your party of maniacs runs up against a squad of horrors, a short, turn-based battle starts.
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