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.
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