Darkest Dungeon, released in January 2016, is a indie-dev fairy tell, from its successful crowdfunding campaign to its apparition of Steam, the creation of a solid fan-base, and its ultimate success. I have to say, this game deserves it. The concept was simple : a turn-based dungeon crawler with RPG elements, but most things were done right: the visuals were striking, the music sublime, the lore was rich, well developed and given little by little, so you'd get to know the truth by the end of your play-through. And it's absolutely terrifying. But what made Darkest Dungeon stand out and become the addictive game it was it's difficulty and the combat. The difficulty because everything was stacked against you. Nothing could protect you from a critical hit, failure to stop the bleeding or to cure poisoning meant a slow death. Failure to bring adequate supplies such as food, medicinal herbs, bandages, shovels means losing a few -if not all- of your well-trained and belove
I asked my readers what I should cover next, and they chose something energetic and groovy. So here it is. Back in 2008, Left For Dead took the world by storm and quickly became one of the most played and loved game of this decade. It had simple but effective core mechanics : you and three other survivors had to get from A to B as fast as possible and you had to mow down dozens of zombies on the way, while providing cover for your teammates and keeping an eye on the special infecteds, who could quickly end your game if your team wasn't strong enough or didn't cooperate enough. Then, just one year later, came L4D2. It was the same game at the core, but better: more guns, new characters,new special events, more special infecteds, and so on. Basically Left For Dead + . As often, music and audio cues play a big role in this kind of games, to let you know what's about to happen, when you're safe, what's approaching, the usual. It does the job, but there'