Devil May Cry V Review

DMC V is the latest instalment in the long running action series from Capcom. A return to its original version instead of the 2013 reboot. A return for the better, I believe. Don’t get me wrong, I never hated the 2013 Dante or Donte as some like to call him, but I also never really cared for him or the world around him. The characters of OG Dante and Nero were always characters that I enjoyed watching in over the top cutscenes and felt good to play as in game.  It’s over 10 years since we last played as OG Dante and Nero and so how does their return fare? I can happily say that after 10 years, they haven’t lost their touch.

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My main man Nero! This is how you do a Metal Gear Solid 2 Raiden situation. He’s different to Dante but in his unique way and honestly I think I prefer him too.

DMC V takes place in Red Grave City, a London-esque fictional location. A tentacle like flower has erupted through the ground and Dante, Nero and the new character V are on a mission to stop the evil behind this occurrence. This is shown in mission one and we as the player, are jumping into a story already in motion. The very first mission takes place during established conflicts and as you progress in the game you’ll discover character motives and what led up to this point. It works well for this flashy series. There is very little downtime in DMC V and this opening perfectly encapsulates this. The game is broken up into 20 missions with certain missions taking place around the same time but with a different character. This leads to cool moments where you can see V in the background of Nero’s mission, fighting a bunch of demons or upon entering a room, being able to join a fight already in motion. This ties in with the Cameo System but I’ll touch on that later. As you progress through the game you’ll play character specific missions as well as missions that have character choice. As you progress you’ll unlock specific character weapons and earn red orbs which allow you to level up your characters and unlock new moves or buy health or Devil Trigger increases. It’s a simple structure but it suits this style of game. Having the missions broken up into 20-30 minute missions means that you won’t tire of the same character or location if they’re not to your preference.

DMC V isn’t a revolution in storytelling but I had an immensely fun time with it nevertheless. This game is telling a more serious tale, more akin to the original DMC but with a healthy injection of cheese now and then. There is also a healthy amount of past game references which if you’re a fan of past iterations, you’ll enjoy. The Devil May Cry series is known for its bombastic and over the top cutscenes, cringey dialogue and all. DMC V is more retrained in that regard. It’s still stupid and charming but it feels more restrained than 3 or the antics of Dante and the second half of DMC 4. Is this for better or for worse? It depends on what you like. Personally I love the flamboyant and outrageous in these kind of games. It’s why Bayonetta is one of my favourite characters of recent years and why I love the anime/manga Jojo’s Bizarre Adventure. The ridiculous has its place in media and the DMC franchise was one of the pioneers of that in gaming. There are still moments but this is a game where the stakes feel substantial and the physics more grounded, it suits what DMC V is going for, without pulling into Spoiler Town.

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Stylish cutscene with slow-mo and an amazing tune? Check

Most people don’t play Devil May Cry for the story they play it for the stylish gameplay and DMC V has that in spades. If you’re at all familiar with Dante or Nero then you’ll feel right at home with them in V. Nero plays very similar to 4 but with his new Devil Breaker functionality. As you progress through the game, you’ll unlock new mechanical arms for Nero. Each arm offers a unique functionality with some specialising in crowd control, evasion or dealing large amounts of damage to a single enemy. Nero can only equip one arm at a time and can only hold onto a certain amount. If you get hit when using a Devil Breaker, the arm breaks. Each arm has basic functionality and a one time use function. You could go through an entire mission using the electric palm blast of Overture or you could use its one use feature to latch a high damaging sticky bomb to an enemy. Combine this with Nero’s ability to yank enemies towards himself and you’ve got a fun and unique character. Dante is a more varied combatant. Dante has 4 fighting styles that you can switch between with a touch of the D-Pad. He has his fast moving Trickster, the added melee abilities of Swordmaster, the extra ranged oomph of Gunslinger or the risky but rewarding counter style of Royalguard. Each of these styles can be upgraded to higher levels which unlock extra features for each style. As you progress in the game, you’ll also unlock new weapons which will in part will mesh with your upgraded styles too. These weapons range from a simple rocket launcher or set of gauntlets to the crazy weapon that is a motorcycle and cowboy hat. As you can see, Dante hasn’t lost his panache. Dante also has his Devil Trigger ability which lets him enter into his demonic state and inflict greater damage to enemies as well as gradually recover health. Overall, a character with a lot to learn but a fun character to play as.

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Sure, why not!

Then there is newcomer V. V is a great addition to the cast of characters. He fits in well, even though he is a mysterious individual. In cutscenes and in his overall aesthetic, I must say that I am a fan of him. Gameplay wise though, I waver a bit. I think the idea behind his gimmick is really interesting and for the most part it works surprisingly well. V doesn’t fight like Dante and Nero, instead he utilises the help of Griffon, Shadow and Nightmare, 3 demons that he conjures to support him.  Griffon is a bird which acts as his ranged attack, launching projectiles and electric based attacks at enemies. Shadow is a panther-like creature which acts as V’s up close and personal attacks. Then there is the huge lumbering Nightmare who uses V’s Devil Trigger meter to appear. Often falling from the skies like a meteor or bursting through a wall (often revealing hidden secrets), Nightmare is the big bruiser of the gang and one that you don’t need to control. Just summon him and let him go to town on foes. The only thing you need to do with V is evade and finish enemies off with a killing blow. You can also make V read his book which will generate a steady amount of Devil Trigger. Griffon and Shadow you control with your range and melee attack buttons. Both companions have a health gauge though and if they take too much damage, they’ll retreat into a dormant state, represented by an orb on the ground, while replenishing their health. By placing V next to his inactive friends, they’ll regenerate their health faster. All this together creates a character where you are essentially hanging back from the fight and making your minions do your bidding. It’s a fantastic idea and suits V’s personality but when you add complex systems like this, complexities tend to arise too.

For starters, being so far back away from the action at times often leads to mistimed melee hits as your perspective is off. In a lot of games that wouldn’t be a major issue but the DMC series utilises a ranking system and the aim of the ranking system is to keep combat going so that you can raise your ranking. Then there is the fact that Shadow isn’t always where you want it to be. Often times I’ll click the melee button only for Shadow to have spawned next to me a split second before I hit the button. Making his close range attack completely whiff. I wondered if this was to my own lack of skill and to an extent I believe it is but I also saw a lot of people having a similar issue online. Shadow is difficult to orientate at times and in a game where calculated actions and precision yield better results, the experience suffers because of it. Not by a lot, but some. As I mentioned, there is a ranking system for individual battles and for each mission. Your individual battles and other factors will round up to your overall ranking for that level. With Nero and Dante I felt in control of my rankings but with V, I was less confident I deserved that D or even that S ranking. At times with V I was getting SSS’s for what I thought was pretty basic gameplay and then other times I was getting C’s because I couldn’t hit with Shadow. It felt like you ranked up quicker with V and the reason for that is because the developers realised they needed to add that because of his margin of error. Again, I do think I was playing him wrong at times but I tried different tactics with Shadow and I just couldn’t get consistent results. Not a major issue but on harder difficulties where you have to be deliberate, I can see V being a frustration at times. Other than the inconsistent Shadow though, I think he’s a great addition to the franchise.

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Bad kitty! Do I need to buy a leash? Attack the enemy not the air in front of it.

Another part of the rankings I want to mention is the taunting in this game. During combat you can hit a button to taunt. Not only are these taunts flashy or funny, they also can up your style meter and also act as a way to prolong your style from decreasing. These taunts range from V coughing, Nero playing eenie meenie minee mo with enemies and even scaring them away, to Nero putting his hoodie up or V using his cane to conduct an imaginary symphony to the tune of Ride of the Valkyries. Each taunt gives you a glimpse of their personalities and the fact that certain taunts only activate if you have a specific style ranking is a nice touch. It adds incentive to do well in battle and to vary up your moves as you will get less style points if you use the same move repeatedly.  The style system is a fantastic choice in design and I can fully believe the idea that each character is ranking themselves in their heads. It fits the tone perfectly. As does the soundtrack to the game. Each character has a battle theme that really helps to amp up the fights. Nero’s punk/metal Devil Trigger will never get dull to me and V’s goth style look perfectly lines up with his Crimson Cloud song. You get to listen to these great tracks while you pummel the ever increasing array of demons and let me tell you, there is an ample variety on display in this game. Most of the missions in DMC V introduce at least one new enemy and does so in remarkably stylish enemy intros. I never got bored with the cannon fodder in front of me and the end of mission bosses that lay ahead. While I enjoyed the majority of the boss fights, I am struggling to remember them all as I type. There are fantastic fights like the time manipulating knight and horse but a few forgettable entries compared to the likes of DMC 3, where even over 10 years later I still remember Jester, Nevan and most of the other bosses. This is understandable though as I believe there is a boss fight for nearly every mission. You definitely get your money’s worth regarding boss fights.

I almost forgot to mention the Cameo System which is probably because it feels like a bit of an after thought. It’s not a bad system but I felt that I barely saw it in motion during my game. Basically, similar to how in Dark Souls you can see players ghosts run past now and then, in DMC V sometimes you will have other players in your game or their ghost data anyway. I believe it is a live player most of the time but there is a belief that a lot of it is ghost data. For the majority of the missions you will have other people playing as a different character in your game. Most of the time you won’t interact with them. A lot of the time you won’t even see them unless you shift the camera around or go looking for them. You’ll hear the sounds of battle and you might see them in the distance. Certain mission will have your paths merge and you’ll have the opportunity to fight alongside the other player. But you have to be at the right place at the right time. It makes this feature quite lacklustre as I always felt that I was missing out on potential co-op action. Most of the time I’d get to an area to see my fellow player finishing off the enemies before I could even get there and then racing to the next zone. I like to take my time and look for secret missions or collectables in these games and so I wasn’t interested in rushing through the levels. I kept getting people who were doing that though which is understandable but it just meant I had fewer enemies to fight and therefore less of an experience. It’s a gameplay element that I’m sure when it works well, it works really well. I’ve started playing a higher difficulty and so I’m excited to go back through again and hopefully meet another player who is open to having a more co-op experience than racing to the end goal. But that’s a personal hope and maybe I was just unlucky with my experiences.

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*Sighs* Wish I could be that cool.

All in all I really enjoyed my time with DMC V. It had some of the best player-action gameplay I’ve had in a long time and features super satisfying gameplay systems. Not only that but the sound design on the weapons is great and the locations and graphics look amazing. And even though I would have appreciated a bit more cheese in cutscenes and dialogue, what was on offer was very pleasing to my eyes and ears. And that about does it for my review on DMC V. Feel free to let me know what you thought of this game in the comments. Thanks for reading.

 

 

Spider-Man PS4 Review

Amazing? Spectacular? Even Superior? The answer is none of the above. Before you close this article, I did really enjoy this game. There are just a few things that hold it back that are substantial.  Firstly, this is a fun game. Since playing Spider-Man 2 over a decade ago, I’ve craved another game that provides the arachnid hero’s feel of mobility. Insomniac has done a tremendous job here of make traversal as Spider-Man, the highlight of the game. Swinging around New York is an absolute blast. Even when I had a way marker on the screen, rather than going the direct and quickest route, I would be frolicking all the way there. They nailed what it’s like to be Spider-Man.

But before I get ahead of myself, I should set the scene and talk about the story itself. So in Spider-Man on the PS4, you play as Wolverine. No wait that’s the wrong hero isn’t it? Obviously you play as the friendly neighbourhood Spider-Man and Spider-Man doesn’t need to be explained, we all know his powers and who he is. Also, I’m getting sick of typing Spider-Man and when the main character is the titular title it becomes extra annoying so from now on, when I refer to Spider-Man himself it’s SM! SM is the main character, with a few occasions the player takes control of Peter’s ex Mary Jane and newcomer in Peter’s life, Miles. Without giving away too many story beats, I was really surprised by the narrative. It’s not a video game classic but the story is well told and full of nuance. There is a good story here and quite a mature one at that. It’s a classic, good vs evil story but there’s a lot of different threads which weave nicely into a cohesive, well told tale.

Not only does the cutscenes and dialogue fill us in on SM’s life but the oodles of side content help to characterise our hero. It weaves a world that feels lived in by SM/Peter Parker. This isn’t an origin story, in fact SM has been Spider-Man-ing for over half a decade. And through side content and collectables, a life of a web slinger is fleshed out. here is a plethora of backpacks, photo opportunities, combat scenarios and my favourite…….pigeon chases. Seriously a group of side missions have you yanking a pigeon out of the sky. Me thinks using a pigeon’s body weight as an anchor or pulling the pigeon to yourself at high speed would pulverise the winged critter but apparently they’re built to last in New York. Also, just to annoy you, try to get the Hanna Barbera song Stop the Pigeon out of your head next time you go for one of those bad boys in Spider-Man.

You’re welcome.

New York itself is a character and Insomniac has done a great job of creating a large playground. I would have liked there to be more unique buildings for fun traversal but what they’ve created is a very good emulation of the big apple. Which, brings me to the web swinging. I like the fighting of this game, I love the swinging. The way SM moves and flows through the air is something else. I don’t get bored with how it feels. Leaping of a web swing right at it’s highest point or dive bombing from a skyscraper just looks and feels the business. There’s fast travel in this game and I don’t think I’ll ever use it. The swinging is the best part of the game and it amplifies my enjoyment of the rest of the game. There is a ton of side content in this game and actually getting to that content is so much fun. A bit more variety in the side missions would be appreciated but the swinging saves the tedium. In other games I could barely care about finding a backpack or repetitive side missions where I swing through smoggy areas for samples. But most of the side missions involve more opportunities to sling webs and I want to indulge in that. Going to a funeral isn’t fun but if you got to drive a monster truck there then that’s a different thing. The combat is fantastic. It took me a while to get used to it as well as I did with Batman Arkham Asylum but once you get used to the controls it flows really well. It’s very similar to the Batman games but with Spider-Man charm. It’s a delight to watch SM’s acrobatic moves when dispatching thugs and the array or gadgets and suits keep the combat from getting stale. As a quick mention, the different suits in the games are a great addition and look amazing. The fact that most of them come with a unique power as well, it’s these little additions that show that Insomniac know how to make a character fun to play.

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Currently my favourite suit.

Which, brings me to which characters aren’t fun to play. And one of the main things that holds this game back for me. The Mary Jane and Miles missions. Not all of them. There’s 1 Miles mission I liked and I think 1 Mary Jane mission but that was because it involved SM and had a nice gimmick to it. But the other times, you have to play as these characters skulking around, looking for information or just trying to evade capture from enemies.  They are just not that fun and I don’t oppose to playing as side characters in games. It gives instances to show unique gameplay or story. But the scenarios they’re in and the tools at our disposal need to be interesting or fun. Most of the MJ or Miles parts can be summed up as *wait for guard to look in opposite direction before moving* or *make a noise to draw attention to a spot and then move towards objective*.  It’s a flow breaker after playing as a fast, capable character. You feel stilted and robbed of more SM time. I wouldn’t mind as much if it was one or two in a 15+ story but it seemed to be every 2-3 hours a slow mission reared its head. To the point where when dialogue started leading to a ‘I wonder what predicament Mary Jane has got herself into this time’, I would start mentally asking the game to just show me a cutscene of what happened to her. Please game, take the control from me and show a brief scene that gives me the exposition!  I was never bored when playing as Peter Parker because they were brief and interesting. Hell I would play as one of the pigeons! That’d be a great introduction to that side mission. Getting chased through Central Park by a man in red and blue spandex.

The game also doesn’t have enough ‘WOW that’s what it’s like to be a hero’ missions early on. The last 4 hours or so of the game are so so good. They have SM, a super hero, doing super hero level things. Saving citizens and stopping robberies is hero stuff but I feel like the grand scale missions were all mostly on the back end. It made for a great few hours but now I’m thinking on my new game plus that those first few hours are going to seem like a bit mundane in comparison. Like I said, the swinging and combat are both excellent so I’m sure it won’t be an issue but a few great missions with bigger scope peppered throughout the early hours would have been appreciated. Instead of the aforementioned Mary Jane and Miles missions. When all is said and done though, Spider-Man is a well crafted, fun game. It has a great story, looks beautiful, the music score is on point and overall it is a fun game. I would very much recommend this one and I just hope that Insomniac rethinks some of their mission choices for the sequel. A fantastic game let down by a few missteps but a fantastic game nevertheless.

Darkest Dungeon Review

Oh, Darkest Dungeon. Darkest Dungeon. Darkest Dungeon. What am I going to do about you? There’s something about a game that gives me heart palpitations that I love. And not the good heart palpitations either. This isn’t a holding hands with your new love speedy pitter-patter. It’s that feeling of your foot plunging to the ground when an unexpected drop or declining step appears. But prolonged at times and less sudden. You put yourself in this situation. And you will do again and again and again. You love it. I know I do. I am enraptured with this game. And yet I find myself unable to play it for long stretches. The sheer wave of relief after completing a taxing run in one of Darkest Dungeons……well dungeons, is always a welcome feeling but also a release button. ‘I’M OUT! That’s it, I’m done. I need to relax and unwind. This leisurely hour of Darkest Dungeon wasn’t relaxing it was strenuous and cruel. But I’ll be back. Maybe an hour later or the next day but I will return for me delicious punishment’.

Darkest Dungeon is a roguelike, turn based combat game. You are given a brief explanation of the happenings, 2 party members and a quick tutorial dungeon. Then the rest is up to you to decide. You have a combat phase and a micro-management/upgrade phase. You assemble your team of up to 4 members per expedition, their skills and their position in combat. There are over a dozen different hero types. Each with different roles in combat. As each character type is different, they all have different skills and preferred positions. The Crusader prefers to be up front where he deals the most damage. Whereas the Plague Doctor prefers to hang out in the back, chucking ailments at the enemies and buffs for your team. You venture out into whichever dungeon you subject them to and then at the end you pick up the pieces and tend to them. Each dungeon will have several options to choose from. Some of these include; a quick skirmish where you have to complete all the room battles. Explore, where a set percentage of rooms need to be passed through. And even Kill the (insert foul being for killing) which act as mini boss and boss encounters. These missions will require more planning as they tend to be longer but offer better rewards.

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This will become a sanctuary to all who play this game. Take a breather and get the kettle on.

After your mission, you’re automatically transported to your estate, in which your party recuperate and prepare for the next mission.  The central hub of this game is a town under threat from neighbouring dungeons. It is here that you’ll decide the down time for your team. Do you go to the caravan to recruit new members? The blacksmith to upgrade your heroes gear? Or maybe the pub or brothel for your weary warriors?  There is no time limit or AP gauge here so you can go at your own pace and think your choices through. It’s a nice, calm lull that offers relief for the player as well as your team. Once you’ve made all your choices it’s back out to the dungeons for another round.

There are 5 dungeons in total. With the titular Darkest Dungeon being the end goal. Each dungeon is randomly generated. Although the same, in corridors connected to rooms, each offer very different experiences and aesthetic. The Ruins offer Unholy beasties that attack your team’s sanity just as much as their health whilst the Weald’s enemies tend to inflict ailments such as blight and bleed upon your party. It’s these differences that require planning ahead, as picking a team willy-nilly will result in bad times or even death for your team. And in this game; when someone’s dead, they’re dead, Jim. Prepare to get attached and have your heart broken as your Highwayman, Greg gets shanked to death by a butcher in the Ruins. When an enemy dies, unless by blight or certain situations, their body will remain on the ground and in the spot they were standing. If you want to attack an enemy behind them in the line-up, your best option may be to get rid of that corpse as soon as. That way your close quarters Crusader can end him swiftly. This feature requires extra thought but can be switched off in the options, as well as a number of choices to make the game easier or harder for yourself.

I mentioned enemies attacking sanity before and that is a key feature of this game. When you enter the combat segment, your team each have a health meter and also a sanity meter. As you progress through the corridors and enemy encounters your team’s sanity will deteriorate. Sometimes because an enemy specifically cast a sanity affecting attack. Other times because the enemy landed a critical hit and now your hero’s confidence wavers. Even progressing through the dungeon puts a toll on your heroes. The light is your friend in this game. If that starts to fade so does your teams spirit. Luckily before each expedition you get to purchase provisions before you set off.  The usual antidotes for blight (this games version of poison ailment), bandages to stop bleeding and buff potions. Food can be purchased and eaten any time out of combat. This’ll heal your selected member a smidge. But don’t get greedy! As you progress through the dungeon your team may get hungry and require a piece of food each. If you’re short on rations, well too bad, your team take a hit to sanity and health for your lack of planning. Torches can be purchased too before you set off. The light provides another gameplay element, play it safe or go bold and daring. Your screen lit like a beacon will provide ease for your party and a less stressful venture. It may also provide mapping possibilities and a chance to startle an enemy team, giving you the upper hand. With less light though you have a higher chance of earning more loot and landing critical blows. But be afraid of the dark, as it can give the enemy the jump on your team and will cause their stress levels to rise quicker. If a character’s stress level is pushed too far they will have a moment of resolve, where they’re tested to see if they’re strong enough to power through their fe ars or if they’ll crumble and become a detriment to your team. They might power through though. Then they become stronger than before, able to hit harder, heal themselves randomly and increase morale among your team lowering stress for all. Should they fail though, then you might want to chuck them as soon as you get out that dungeon.

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My first death. Immortalised in a trophy screenshot. Go quietly into the night.

They will gain an affliction, such as Selfish, Fearful or Irrational. These may cause your worrywart to freeze up on their turn or switch places with one of your other party members. They can even run from combat and that’s them gone for this dungeon, you’re one man down now.  It’s not just the enemies out to get your team either. The corridors are littered with traps that’ll sneak up on you if the light is dim. Obstacles will appear such as a mound of bricks that you will need a shovel to dig through. ‘What, you didn’t bring a shovel or find one in your travels? Tough.’. You take so long clearing the way that the light goes dim and your team each loses sanity. The hallways are littered with temptations too. Curios they’re called in this game. Your team stumbles upon random stack of books. The choice is yours to make and for which member of your party. Do you let them investigate or play it safe and walk on? A quick glance can’t harm your Grave Robber, Gael much surely? Whoops, she reads and gains the quirk Night Blindness and so now if the light is below a certain amount, she does 10% damage less to opponents. And honestly that’s one of the better negative quirks to get.

Yes, you heard that right. Quirks. Each hero has a random set of quirks when you recruit them. These can be positive or negative.  A positive quirk can ensure that they fare better against certain monster types or have increased HP among other things. Negative quirks could mean that a particular hero is nerfed in a certain dungeon or under certain conditions such as low light. Sometimes they’ll have a quirk which makes them instantly investigates certain Curios if found, possibly gaining them another negative quirk. Or Flagellant, which means in town they’ll only go to the Penance Hall to de-stress, which may be occupied by the roaming caretaker who randomly takes up spots meant for your heroes to recover mentally in. And if quirks weren’t bad enough, there are also diseases that your team can contract. Diseases are rarer but can be gained through combat and Curios too. A party member might get afflicted with The Red Plague which decreases HP, critical chances and bleed resistance. It’s these possible pitfalls that make every dungeon venture a gamble and a constant assessment of your situation whilst exploring. Dread is the name of your friend when playing this game. ‘Hello Dread! My that’s a nice urn there. Mind if I have a cheeky peek inside?’ “Of course! Go right ahead, watch for syphilis though.”. ‘Sorry Dread, I didn’t quite catch that. Did you whisper syphilis? Am I going to get syphilis from this innocent urn?!’. And that’s how Reynauld the Crusader contracted that disease.

Thankfully the town offers cures and treatment for diseases and negative quirks. For a price, obviously. Treatment isn’t free and sometimes that Grave Robber you’ve had since your first real dungeon, who was always in your prime line-up.  Sometimes the damage of Darkest Dungeon is too great or costly and you have to make the choice. Spend your hard-earned money on fixing her up, back to beautiful Gael. Or dismiss your loyal member and recruit a new, less tainted by the harsh surroundings, hero.  Darkest Dungeon isn’t all evil though and does offer help too. After completing missions you’ll gain money, trinkets and upgrade material. The trinkets can be given to individual party members. Each member can hold 2 trinkets and some trinkets are classed based. They range in rarity and also effectiveness. Some will be great but others not so much. Sure, one may raise your characters HP by 10% but it’ll also reduce their speed by 2. But, aha! Find a hero with 0 speed already and suddenly that trinket doesn’t seem so bad. You can’t miss what you don’t have. The upgrade materials you earn can be used in town to upgrade the surrounding buildings. Upgrading the caravan will increase roster size or selection of heroes after each mission. Upgrade the blacksmith and he will allow you to buff your party members weapons for more damage, among other things. But establishments will only take certain upgrade material. And certain materials will be more available in certain dungeons. Thus, encouraging expeditions into the more unfamiliar dungeons.

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One of my favourite classes. Blight the back 2 enemies and watch them wither away.

If this all sounds rather complex, it’s because it is. Darkest Dungeon isn’t an easy game. And there are lots of nuances to get used to and you will learn from mistakes you make.  I am playing the PS4 version and although the team, Red Hook Studios have done an admirable job porting a complex game to console. It does suffer from confusing controls. Something I have got used to but because there is a lot to manage on screen, it requires a lot of different inputs. And that can take some time and errors along the way to ingrain into your memory.

Overall, I would recommend Darkest Dungeon. But I would also recommend looking it up on YouTube or other game sites and watching some combat gameplay. If you like the look of it, can handle stress and won’t fling your controller across the room at the sometimes seemingly biased RNG then you’re in for a rewarding, gorgeously pleasing game that’s chock full of great visuals, animations and sound design. Text doesn’t do justice to the transition when you or an enemy performs an action. And there is a narrator of your quest who is ever present in town and in combat.  Wayne June is his name. He does a fantastic job of setting the mood and boosting your confidence. When you critical hit an enemy into the ground and you hear the powerful “Crush. Them. All” be commanded, you can’t help but feel riled up, imposing and ready to conquer the Darkest Dungeon of them all.