Darkest Dungeon® II: Oblivion Edition
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I've spent enough time with misery-tourism RPGs to know when a game is punishing you fairly and when it's just rolling dice at your face. Darkest Dungeon II sits uncomfortably between those two states, and working out which side you land on will define your entire relationship with it. Red Hook took the gothic turn-based formula of the original and rebuilt it as a roguelite run structure: pick four heroes, load up a stagecoach, and push through a Slay the Spire-style branching map across five distinct regions, each capped by a lair boss before you face the mountain at the end. Runs last a couple of hours on the short end, longer once more acts open up, and death sends you back to the start with only your candles - the persistent upgrade currency - intact. The combat is where the sequel genuinely earns its keep. The token system replaced the original's opaque number-crunching with visible icons: shields, blinds, crits, dodge tokens - you can read the board state at a glance and plan accordingly. Each hero also has selectable Paths that function as subclass specialisations, so a Vestal can lean into pure healing or pivot into a more aggressive conviction-burning role, a Flagellant can absorb status effects to fuel damage, and a Highwayman can be built around bleed combos or repositioning pressure. Party synergy matters enormously - stacking debuffs and building a hero who feeds off them is genuinely satisfying when it clicks. The character origin stories, told through Shrines of Reflection, add the kind of personal backstory texture I always want from a roster like this. The Highwayman's prison escape is a proper little narrative beat, not just flavour text. Here is where I have to be honest about the friction points, because there are real ones. Candle progression is slow. A failed run yields a small handful, and the upgrades they unlock are incremental enough that momentum feels glacial in the early hours. The stagecoach sections - steering left or right to dodge obstacles or grab item drops - are functional connective tissue but nobody is going to call them inspired. More seriously, the community is genuinely divided on whether DD2 is a great game wearing a disappointing sequel's label, or a decent roguelite that discarded too much of what made the original special. The town-building, the persistent roster attachment, the hamlet economy - all gone. What replaced them is a tighter, more cinematic structure that some players find liberating and others find hollow. The Kingdoms mode, added post-launch as an alternative campaign closer in feel to DD1, goes some way toward bridging that gap, but it trades the main game's narrative weight for something thinner. For players coming in cold with no DD1 attachment, or for veterans willing to treat this as a related-but-different thing, the depth is genuinely there. The Radiant Flame modifier provides a scaling easy mode that gets stronger each time you fail, which is a thoughtful concession without gutting the difficulty. Fourteen playable characters, five acts of increasing complexity, and the kind of Lovecraftian atmosphere that looks even better in 3D than it did in sprite form - this is a substantial package. What it is not is a low-effort grind. The RNG will break runs that felt well-constructed, and the final boss of each act has mechanics that will blindside underprepared parties. That is, depending on your tolerance, either the appeal or the dealbreaker.
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Información del juego
- Desarrolladora
- Red Hook Studios
- Distribuidora
- Unknown
- Fecha de lanzamiento
- Por anunciar
