Darkest Dungeon In-Depth: Introduction and Overview — Everything is Resource Management

Hullo, everyone, and welcome back to the recurring topic of this blog nowadays, which is indeed nothing less than the much-loved aphorism, #EverythingIsContent.

This one is in video form! But if you’ve got preference for reading, after the embedded link, I’ll also drop my script — which is most of the vid but not all of it. I tend to go off-script whenever genius strikes!

The Script

Hello and welcome to Darkest Dungeon In-Depth

I’ve spent dozens of hours over the last several weeks playing Darkest Dungeon; spending so long with one game over such a short period has lit in me the desire to take a deep dive into the many facets of this excellent game of tactics, survival and Lovecraftian horror. This I will do in a series of videos released twice weekly, over the next few weeks. Ever since before it was officially released, I’ve thought that Darkest Dungeon is truly an exceptional game, and once I heard about the announcement of the sequel, I realised I’d never actually properly finished it. The thing is – it’s a massive game, especially if, like me, you don’t want to just go through the easier, “Radiant” option; no, a game like this deserves an in-depth dive, in more ways than one. I’ve spent over a hundred hours playing it.

Disclaimer: I’m not going to pretend I’m a good player – I’ve made more mistakes than I’d like, but I am learning, and I have put a of research in each of the different sections of what will, a few weeks from now, turn out to be a fairly long mega-video. Without further ado, let’s get into part 1—the overview.

01: Introduction and Overview      

Darkest Dungeon is, at its core, a game of resource management. These resources come in many forms: first and foremost, they come in the form of the dozens of adventurers you go through over the extent of your journey into the Ancestor’s Estate. In the Hamlet, the resources you manage are gold, and the four types of relics with which buildings are upgraded: portraits, crests, deeds and busts. And in each expedition you send your weekly group of adventurers, the resources you manage range from consumables, like bandages and medicinal herbs, to the very limited inventory space which will force you, time and time again, to decide between riches, baubles, trinkets and the other type of currency mentioned earlier.

Resource management goes very deep indeed, where characters are concerned. Every class of characters has their strengths and weaknesses – the leper delivers devastating blows but his accuracy is a problem, especially on higher level expeditions; the hellion has the ability to buff herself and a reach unlike most other melee characters, as well as take on three enemies at once in a massive assault with her glaive but at the cost of lowered damage and speed; and the vestal…well, okay, she’s the perfect virtuous healing machine. But this isn’t meant to go into the strengths and weaknesses of the different classes, but rather to reinforce my statement – everything is resource management. The weaknesses I discussed can be neutralised with the use of trinkets, as well as the locking in of positive quirks.

Trinkets, I think, are self-explanatory. What’s interesting about them is that the majority have not only a beneficiary effect, but also introduce some new weakness, taking away from characters’ speed, or just about anything else that can negatively impact an adventurer. Perks of the positive variety are  somewhat more interesting, and they can allow for a good deal of hair-thin customization.

Using one of the buildings in town, the medical ward, you can strap on the characters to fancy leather chairs and prod them with needless until the positive quirk is ‘locked in’ i.e. it won’t ever be exchanged by something useless at the end of an expedition. The process is obscenely expensive – which is why I only began locking in positive quirks of characters once they hit resolve level 5, i.e. became champions of their class. Definitely because I hadn’t yet realized that was a possibility by that time, nope.

To conclude on the topic of the original Negative quirks range from mildly annoying to seriously debilitating, depending entirely on randomness. You can remove the

So much for quirks, negative or positive.

Resource management in town is…kind of a pain, sometimes. Fully upgrading any one building in the Hamlet costs hundreds of crests and one additional of the collectible ancestral resources. Paintings are the most rare of these, and are a nightmare to carry, as they stack in threes. For reference, crests stack in twelves, while busts and deeds stack in sixes in your inventory during an expedition. Not that there aren’t plenty of each, and as you’ll be going on dozens of expeditions –even hundreds – the Hamlet will expand before your eyes. In my view, the best buildings to work on are the blacksmith, the guild hall and the recruitment coach, on account of the fact that upgrading the first two allows for unlocking higher level skills, armor and weapon upgrades, as well as cheaper prices in terms of these upgrades. With these upgraded, the coach can in turn be upgraded in order to offer a chance of recruitment of more experienced adventurers, who come in with better gear and access to all combat skills at the level they’re recruited at. While you’ll never recruit a character above resolve level 3, these still save a bunch of money in terms of investing into gear and skill upgrades.

So much for resource management in town. Coming next, Apprentice and Veteran expeditions.

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