Red Hook Studios is making Darkest Dungeon II, a follow-up to the wonderfully grim turn-based roguelike that was our favorite RPG of 2016.
The studio isn't announcing many details beyond the game's existence and the teaser above, but did speak to us exclusively on, saying that although Darkest Dungeon's combat system will be returning in a recognizable but "tuned-up" form, the studio is focused on creating a "completely different" structure for its metagame. Darkest Dungeon II will initially release in Early Access.
PC Gamer: What's interesting to you about making a direct sequel to Darkest Dungeon?
Tyler Sigman and Chris Bourassa, Red Hook Studios: We love our dysfunctional cast of characters, our atmosphere, and our world. Horror is a fantastic space to explore interesting and unconventional ideas, and we have a lot more story we want to tell. Mechanically, we also think we have some valuable nuggets (e.g. combat) and there is more there that we’d like to explore and build on. Above all, we are committed to crafting Darkest Dungeon II to be its own experience; it will have its own creative and thematic identity.
What gameplay and other changes are you able to talk to us about at this time?
We’re playing this pretty close to the chest! Our combat system is making a return, but we’re giving it a significant tune-up—mechanically, and in terms of presentation. Most significantly, however, we are working with a completely different metagame structure. Darkest Dungeon II is a game about enduring a gruelling journey, not cleaning up your backyard.
What's one of the major learnings you're bringing into the development of Darkest Dungeon 2?
We created a lot of Darkest Dungeon with only five people on the team. It took its toll on us physically and mentally, just like an epic Warrens clearing run. We can afford to be a bit more sensible this time around, and have been growing staff to match scope more reliably and realistically. However, the small team agility and creativity is still key, and we look to keep that. Ultimately, a game is only as good as the team you have making it. We put a lot of value on finding the right people and giving them an environment to be motivated creatively. We think it’s easier to do that while remaining somewhat small.
Darkest Dungeon's corrupted setting is an inseparable part of its appeal. Will the sequel be focused on the Estate and its surroundings, or a new location?
In Darkest Dungeon II, we’re giving players a glimpse of the supernatural apocalypse twisting and distorting the world beyond the estate... and that’s all we’re going to say about that for now.
How many people is Red Hook Studios right now, and is that size something you'd like to maintain throughout this project, or change as you continue development? How would you describe the culture of the studio?
We have grown to 14 at this point, and anticipate adding another half-dozen more in the coming 18 months. Cultural fit is extremely important to us, and we aren’t in a rush to grow. We enjoy each other’s company, share drinks and play games together, but above all, we value hard work and passion. Open, ego-less discussion and brainstorming are an important part of our process—our goal as a team is to find the best possible choice, and we enjoy challenging each other and playing devil’s advocate in pursuit of that end.
What development structure do you expect to take? Will Early Access be a good fit for this project?
It’s no secret that we are big fans of the Early Access model, but we also are advocates for only doing Early Access if it makes sense for the specific game. Although there are some massive differences in structure between DD1 and DD2, the sequel is still very appropriate for an Early Access type approach.
The ability to get something into fans’ hands faster, kick the tires of the systems, and give those fans the opportunity to help shape the finishing of the game are both really important to us. Early Access is also really great for being able to alter your production plan depending on reception—a big reception can be a clear signal to invest even more in the project and pull in some of the wishlist items (there are always wishlist items) and turn them into reality.
59 , and if you still have the same energy when you get to 3/4 of my age?, you will be doing well x , although, I blame AstraZeneca for my slowdown in spirit, as do my wife's, but hey, it's a slow process.
One thing I will say though, I'd respect if you wore your face-mask whilst replying to me in future.
The original did get a little long in the tooth towards the end - but I can't help but feel they took it too far the other way now. It's sad that yet another talented studio succumbed to greed - but what can you do? I guess since they already got their money by way of Epic they don't need mine. We'll see how this one shakes out.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
its not greed to take the safety of upfront guaranteed money and not gamble on uncertain sales in this now completely go viral or broke market, thats being smart and calling it greed is being stupid ...
i couldnt get past the repetiviness and all the town micro in original, dont see how they will get a big sale, unless they bribe streamers
its not greed to take the safety of upfront guaranteed money and not gamble on uncertain sales in this now completely go viral or broke market, thats being smart and calling it greed is being stupid ...
i couldnt get past the repetiviness and all the town micro in original, dont see how they will get a big sale, unless they bribe streamers
They sold 5 million copies of the first one. They made their money back and a lot more. The only reason they're taking Epic money IS greed, period.
Got excited for a moment thinking it was full release - but alas, more early access disappointment! *sad trombone*
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
I have a genuine love-hate relationship with the franchise, but the former sentiment does prevail temporarily at least until [overconfidence is a slow and insidious killer]
The sequel looks interesting indeed but I shall wait till it leaves the shamefur EGSy Access as usual.
Who designed this tedious interface. There are so many effects and statuses to remember and you can get the information needed for many of them from the UI. You have to access a glossary to see what each of them does and I don't even think all the effects are there. But of course, accessing the glossary closes every other menu that's opened.
The exploration is less interesting with the stagecoach.
The game feels bloated with all kind of unnecessary mechanics.
And I am really enjoying it, even though I was skeptical about the change to the formula. Yea, the UI could use some tweaking, that weird symbol style of explaining mechanics is a bit weird, but after a few hours one gets accustomed to it.
Well, I don't know his reviews, but at the end there's "no permadeath on characters" in the "Bad/Negative" column.
Weeeeeell, I disagree there. The only thing that ever forbade me from completing DD1 Vanilla (not the expansion, mind you, which I did clear), and associated with that:
Once a character goes into the DD, he goes and succeed, fail or die? No matter, he's never gonna be able to go there again.
Yup, you'll have to sack max lvl heroes, recruit new ones and just go again through the same dungeons for litteral dozens of hours in order for the new batch just to get back at the required level?
That's 4 members * 5 DD layers = 20 characters out for sure, and that's only if you enter and succeed the DD level "first time", everytime.
Sorry, but that's just BS, and having to redo almost the entire game worth of time 2-3 times over in order to beat it's final part? Naaah.
So I salute this new format. Still rough, obviously, but once polished and the crap ironed out, it will make for a stellar game.
I, for one, fully support and enjoy what this iteration has to offer
Well, the only thing about moving it yourself is that you *might* get some random shit from hitting debris.
It moves by itself, and manages to hit like 50% of them at random anyway, so, while I'm not a big fan, and it's more of a "time needs to pass for RNG to do its thing" deal, and since it comes to no pain, eh, why not?
It's obviously a change, and while I like the original system too, that one still exists, doesn't it?
This is a new, bold take, and it's pretty successful. I warmed up to it a lot, once you realize it's more of "path-management sim", and just go through it already knowing the sum of challenges ahead and how to navigate them.
And take calculated (or not ) risks by taking a "?" path.
TL;DR
I think it's implemented and functions pretty well. It's a welcome change of format that I hearthily warmed-up to
prudislav wrote:
also gimme back my personlaized characters and not the "class wanklers"
Well, you can customize the type of attacks/skills/etc... at will, from the start.
You then have classes offering a wide variety of combinations with other classes.
I experimented a bit with those, and they are working "as intended", as far as I can tell.
It's not less or lesser, it's just different.
Maybe you don't understand how to take advantage of those, or just don't know where to select them (I didn't know until today, with like 40h in, sooo ).
But yeah, they offer a type of synergies that happens to be key to some bosses, and that you would need to understand in order to just make it.
I'm all for it, the candle system too!
EDIT: the relationship thing being put forward really does add a new key layer that keeps it extra fun and challenging.
If you liked the first one and this lovely Lovecraftian vibe, it's a hard buy.
- the stagecoach i found just super useless and waste of time
- i do undterstand how to take advantage i just hate we moved from characters to basically "class dummies that reset every run" ... which make the relaationsjip thing super pointels o me
Pisses me too much to continue atm .... they should have named it "Darkest Stagecocha" or something and dont market it as sequel .... i would be more willing to to give i a chanse and much less angry about it (as it stands its bigger dissapointment than Colonial marines was to me)
My current favourite all-rounder party, with SS of class and skills (in party order from left to right)
4) Vestal
Spoiler:
Goal: Healing while dealing solid damages on any ranks.
+Divine comfort really helps with bosses dealing massive damages, as it will keep chars out of DD even if barely often is enough.
-Consecration of solitude and Ministration are very seldom used.
-Almost useless if she's shuffled in front. The entire party's composition makes that rare and often not that impairing at all.
3) Plague Doc
Spoiler:
Goal: Blight on all ranks, and heals that also remove status
+Everything, really. Any of those are always useful. Emboldening Vapours is used 99% for the Jester's Finale.
2) Jester
Spoiler:
Goal: Damage goes *brrrrr* and mobility
+Useful in ANY position.
+Jumps around ranks like no-one, negating a "shuffle" in, sometimes, just one action
+INSANE damages
The Jester is so good he seems broken
1) Highwayman
Spoiler:
Goal: High damages from all positions and mobility
+As a rank one that often begins the turn, well, Point Blank Shot. 'nuf said.
+Hits hard anywhere
+Moves around less than the Jester, but Duelist's Advance offers a nice range while hitting OK and applying debuffs
-Might, on the front row, not be able to hit remote targets, while moving or such might fuck up your rank dynamic
Solid all-around team. Might have a tougher time against that big 3 rank Oblivion "boss".
Otherwise, I saw my Jester AND Highwayman dishing 60+ damages in one blow.
They also have good all-rounders if you need to switch skills for some biomes (ie: where Bleed is more possible than Blight).
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