What the heroes have brought back to you, what they have achieved - that is all permanent. This really helps establish the grim, hopeless atmosphere, but also makes room for an interesting twist on the roguelite genre the game does use permadeath, but you - the player - are not the dying heroes. It represents lost time and money if one dies, but you can always get more willing heroes from the stage coach. This actually fits the tone of the game rather well while your heroes are not quite as expendable as any given unit in an RTS, they're a lot more expendable than your usual RPG heroes. Darkest Dungeon immediately sets itself apart from such conventions by instead putting the player in the role of a leader who watches his group of heroes fight from a distance- not unlike how many real-time strategy games establish the player's role if they establish one at all. In either case, the player is right in the thick of it, playing the 'role' of a hero. Japanese RPGs generally let the player play as an established character or a set of established characters (think of games like Final Fantasy), while western RPGs generally let the player play as a heroic version of themselves (think of games like Mass Effect and the Elder Scrolls series). Now, RPGs have some conventions, depending on the region they're from. It's a very cool intro that establishes the story and atmosphere, but what I'd like to highlight is the way the player is addressed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |