

JC – Why have Sanity as such an important factor? What does it add to the experience?ĬB – We wanted to create a dungeon experience that focused on how a group of (flawed) adventurers might act and interact when put deep below the earth and surrounded by monsters. It’s a challenging, but rewarding take on on the genre, and one we that we hope players will really enjoy. We’re also bringing an innovative take on 2d turn-based combat to the table, as well as some other interesting twists like tactical camping, permadeath, and a town metagame.

Grouping them into parties and taking on a variety of quests will leave heroes permanently affected by their experiences – think Dark Souls meets X-Com. Players will recruit and manage a stable of heroes, each with their own proclivities, quirks and predispositions. JC – What is Darkest Dungeon, for the readers who don’t know yet?ĬB – Darkest Dungeon is a Lovecraftian dungeon crawler that focuses on the psychological toll of the adventuring lifestyle.

Naturally, I had to talk to Chris Bourassa, Creative Director and Artist for Red Hook Studios about this awesome game. What happens in the minds of all those adventurers I’d sent into the darkness looking for hidden coin and weapons in the twisting tombs of long-dead kings? How do they feel when abominations come creeping up to them, claws still glistening with the blood of the last group they’d killed? Why do they never hesitate when I order them to attack, even against impossible odds? Very few games try to deal with the reality of the situations we place RPG heroes inn every day, but Darkest Dungeon is looking to change all that with an amazing sanity system and some vicious, challenging gameplay. If you haven’t watched that trailer, get back up there and do that.
