![]() You grind on, as the case were, or maybe you like the gameplay, as the case were. I say there should be a story, there should be connection to individual character, their lives and deaths should feel like they have real meaning.Ĭonsider what happens in a playthrough. But just to mention *one* of them - there's no story (well okay there's a weeee tiny story kind of), but I consider that decision totally wrong for this game. Mind, I have a number of criticisms of DD. Does that really feel like "stress" to you? Not to me. Stress is effectively just a second hit point bar with RNG statuses at halfway point and statuses at end point. Retreating from battle To retreat from battle, click on the white flag on the top left corner. Due to the unwholesome mechanics of the game, it will be not uncommon to retreat. The core appeal is running around with a varied arsenal blasting stuff and trying not to get killed.ĭarkest Dungeon is supposed to be a roguelike you're supposed to have adventurers that are stressed. in: Gameplay Retreating Edit The choice to retreat from battle or abandon an expedition entirely is almost always available to the player. And it's true in case of DD.ĭOOM is a shooter. It's expected to be there, but it's not that important." "Story in a game is like a story in a porn movie. Originally posted by murlakatamenka:As John Carmack said:
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