

Sequel to one of the most anxiety-inducing turn-based dark fantasy RPGs ever, it’s quite literal in how it follows that road, by having you and your band of heroes ride along in a stagecoach as you explore the dark depths in search of salvation for the world and for your own sins. IF the losses at times didn't leave you so destitute as to be unable to continue at all.Īnd after now rage-quitting from yet another excruciating and drawn-out series of failures and TPWs (which is the usual way I go in this game, build, build, nurse the characters and teams, try to scrape by, then watch it all collapse like a house of cards), the game is uninstalled.If there was ever a game that lived and died by the proverb “the road to hell is paved with good intentions”, it would definitely be Red Hook Studios’ Darkest Dungeon 2. But did I mention the building upgrade resource grind? Which is dependent on the RNG? And your limited space, competing with money at every turn? Choices matter and all that, but you truly need _everything_, right now, no exceptions, or you die trying. Painful, right up until you are flooded with it. And, ofc, the decent support classes mostly don't do enough damage &/or tank enough to make them viable on their own (as it should be, but there is a balance to be achieved in there somewhere). Healing, especially stress healing, is sparse enough, and defenses low enough that one might think that the all damage is the way to go, but attrition will quickly show the error of that thinking. The challenge is high enough that losing even one of four characters on the way to the boss is a death sentence (in the boss fight, that's fine, I've lost 3/4 and still won, dicey though). Slogging to earn enough money to make the characters viable so they can complete the only challenges available, watching them get crushed, oft with a series of crits from the enemies and misses on my part, in the first one or two meaningless fights in a run? When there are likely to be 5 or 6 more fights plus maybe a boss? Ugh. I'm okay with taking losses if it achieves my goals.

The designers should note there is a significant difference between challenging and just mean. some mild challenge (which ramped up _sharply_ for the final dungeon). At anything higher than the easiest level, the RNG is cruel and punitive. I didn't find any of it particularly of use, I've been playing these sorts of things for a while. A front line, a back line, support, damage, looking for synergies. I like the battle line style games (by which I mean the array/position of your characters in a turn-based combat has meaning). I've played it quite a few hours, which by itself might seem thumbs-up recommendation, but it really isn't. Ultimately, I simply cannot recommend this game.
