Donnerstag, 4. November 2021

Darkest Dungeon 2 developers wanted to make a sequel that "didn't sabotage its older brother"

Darkest Dungeon 2, the sequel to Red Hook Studio's gothic roguelike, is a somewhat familiar affair. It's dark, it's tough, and a narrator likes to remind you of those things frequently. But this time around, we're leaving the Ancestor's squalid hamlet behind, and swapping it out for a stress-fueled stagecoach. Heroes are no longer cannon-fodder to send out on doomed expeditions, but vital team members who have stories to share and relationships to forge.

I recently talked with creative director Chris Bourassa and design director Tyler Sigman about why they decided to take the game in this new direction, the difficulties of switching to a relationship-based affliction system, and why they're excited to be working in early access again.

Read more



from Rock, Paper, Shotgun https://ift.tt/3mMg4qA
via ifttt

Keine Kommentare:

Kommentar veröffentlichen