“We knew we wanted to get down and close to the characters and show them off a little bit,” says Bourassa, who led Darkest Dungeon’s art. “You get tired of looking at people’s heads and it’s hard to bond with them, so he came up with this idea of side-on, and then you really get to see them well.” “Chris was saying a lot that resonated with me,” says Sigman. They started to sketch out a tile-based game in which the party would move as a gaggle through a dungeon with transitions as they went into combat into a new view. At this early point, he and Bourassa had yet to found Red Hook Studios and were casting around for a project on which they could work together. “We had this idea for Darkest Dungeon which would be about the real downsides of being an adventurer, really,” Sigman tells me. The Bard’s Tale, Eye of the Beholder, Ultima games which array their parties of heroes out, sometimes in lines, against their enemies in combat. How it came about is down to many things: the practicalities of indie production, of the wish to develop bonds between players and their heroes, of breaking conventions, and of finding new ideas in a genre that’d surely long been plundered.Īfter all, the kind of RPGs studio co-founders Tyler Sigman and Chris Bourassa were originally looking to are as old as the hills. It even defined how its distinctive take on combat would work. The decision developer Red Hook Studios made to view your party of miscreants from the side powers a great deal of Darkest Dungeon’s atmosphere. And a lot of that tension is founded on something that on its face sounds prosaic, even old-fashioned: You can’t expect your party to always survive, whether driven to death or madness, and its turn-based combat plays out with the constant understanding that every decision can turn on a knife-edge: a missed hit, an ill-considered target, the wrong ability. This is a game in which pressure mounts, misfortune crushes, and mistakes are punished. Notch by notch, their grasp on sanity slips and their vitality trickles thinner as their torch dims and new horror befalls them. ĭarkest Dungeon is an RPG in which four flawed heroes face damnably transcendent terrors as they explore the ancient narrow passages beneath a cursed mansion. This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games.
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