The reverse is also true, so players can control how much they’re willing to risk for that bigger reward. The darker it is, the more damage and stress dealt but conversely, the more loot gathered. The light can affect the damage output of enemies as well as the loot collected. The player has partial control of the light in dungeons. The stress system works in tangent with a light system in the dungeons. If stress reaches its highest levels it’s almost certain that the character will die. In a similar way, the characters can develop more permanent ‘quirks’ that affect their stats, either positively or negatively. These afflictions can affect anything from how much damage a character can deal to how much they’ll listen to the player. ![]() After developing afflictions treatment is required to rid the characters of them. If allowed to get too high, their stress causes the characters to develop ‘afflictions’ that mimic mental breaks through in-game mechanics. Stress remains with the characters after an expedition, much like the horrors they’ve seen would remain in their minds. Stress adds something else you have to manage, on top of everything else. The game is continuously saving over any progress made, so if you lose an adventurer they are gone. It was easy to see the permadeath and stress systems as novel additions to what was otherwise your standard turn-based role-playing game. But I quickly discovered this only touched the surface of the philosophical depths that lay within this game. ![]() The game was initially attractive to me because of its unforgiving permadeath and a stress system that explores a realistic interpretation of the effects a dungeon crawl would have on a person’s mind. I recently added Darkest Dungeon to my gaming collection, only three years behind everyone else.
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