![]() There are doctors to cure diseases and a sanitarium to remove quirks. Whenever you return to town, it's common to check most of the survivors into various institutions in the hamlet for stress relief - the tavern, gambling hall, brothel, prayer or meditation, for instance. Characters also develop quirks (both positive and negative), like addictions to material things, or a thirst for strong drink. Stressed out characters develop afflictions, like paranoia or abusiveness or fearfulness, and stop responding to your inputs - they may not let the party healer fix them, or pass their turn when you need them to attack. The party takes on stress damage in many ways - any time the dungeon gets too dark (and you let the torches go dim), any time you run out of food or the right equipment, whenever a monster scores a critical, and many monsters do psychic damage to the characters. ![]() What drives the Lovecraft theme home are the stress and afflictions suffered by your party. The art is reminiscent of Mignola's work with Dark Horse comics, full of stark shadows. ![]() In the game, you take your squad of four stalwart warriors through dungeons filled with cultists, fish-men, undead, and horrible Lovecraftian bosses like the Inchoate Flesh, the Collector, and the Shambler (which looks a lot like a Shoggoth). You remember our venerable house, opulent and imperial, gazing proudly from its stoic perch above the moor…" It's a theme straight out of HP Lovecraft, about a decadent ancestor that dabbles in forbidden lore and awakens an eldritch horror deep beneath the ruined mansion. But then I watched the trailer to the game… "Ruin has come to our family. I watched him play a few minutes and didn't think it was great - it has this low tech 2-D graphics and combat techniques out of something like 4E or an MMO, full of buffs and de-buffs. My 14 year old picked up this game on Steam a couple of weeks ago, "The Darkest Dungeon".
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