And then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter.
Care to elaborate? I've been avoiding DD spoilers but at this point I think I need to know if it will be worth the slog.
My assumption is: it's just like every other dungeon in the game, except with "quests", different background tiles, enemies that we've known about since the first trailer video and the boss fight.
I didn't see any 'quests.' The description is just flavor-text, it's the same move through a dungeon and fight a boss you've seen throughout the game. There are a few new enemies and ascended cultists, the enemy design is pretty cool. Tons of damage and stress though, you will want to bring stress heals on your camp. Also bleed-remove is pretty much mandatory.
The real problem is that it's extremely long and may as well be linear. Each room reveals the paths to the next rooms, but no room contents are scouted, there's no curios or traps or anything, so none of your choices actually matter. You move forward, fight monsters, pick a random path, move forward, fight monsters.
Since it's so long and you only get one campfire, you will probably be too weak to fight the boss, which is just a buffed version of the shambler you've been fighting.
It just feels like it falls so flat gameplay-wise. Like they ran out of time and just threw it together. It's probably also that they haven't had time to balance it, it feels like every new feature they brought in. Remember how hard the cove was when it first came out?
The good thing is the aesthetics. Too much dark-n-green-n-cyclopean in Lovecraft stuff lately, the entire genre's really stale. This one takes a few pages from more traditional horror, throws in some hellraiser for good measure, and you've got wrought iron catwalks spidering across an endless magma-lit field of stone pillars engraved to bring the blood of everyone who dies to the horrors above down to feed the new god. The enemies are only humanoid for convenience and shift into hulks of bloody flesh and bone when they attack, it's all very nice.
So basically: aesthetically rad, mechanically underwhelming. Pretty much the story of DD to date IMO.
I remember way back when they said this was dev'd from a board game idea and they wanted to retain that board game feel...it made me nervous then and I see the fruits of it now. DD has a board game feel to it alright, and it's got all the weird corner restrictions that irritate in a boardgame and you'd simply house rule away....but here you can't. DD is a game where you can feel the developers actively trying to clamp down on different aspects of balance so you end up with corner-case after corner-case. In the logic of a board game when you hit that point, the game's over because it's unwinnable in the long-run (or winnable in an unfun way.) DD has that same problem and the response is largely the same: start over. You may keep your hamlet and stuff but the same thing basically applies. You flush the game (i.e. your heroes) down the drain and start a "new" game.
DD has all the same problems of inflexibility in design too. It's got a rigid structure and format. While visually and aesthetically that format is great, mechanically they don't do a good job of varying it or giving it more than superficial depth. I was shocked to find secret rooms had been added to the game, but even that's "pffffttt" key, chest, very rare trinket, because "dat's the format." And to be honest, if I tried to play a board game for 40 hours straight I'd probably find it boring and repetitive too. Board games are great fun for a night a week because you have just that much distance from the mechanics of it to not care about their simplicity, their unfun priorities or balance issues.
Now that I think about it, that's EXACTLY how I feel about DD. I'm in love with it for several hours when I fire it up just like I would be with a board game. But once I've hit saturation point with the mechanics and challenge and novelty, and am just "playing the game", suddenly a lot of the constraints start to wear thin. It's like, imagine playing Arkham Horror for 60 hours over the course of a week. Arkham Horror is a great game in small doses. But once you've had to win tedious game after tedious game....suddenly everyone wants to play something else.
Sometimes, a board game can't really get any better than being a board game.
Anyways, to hear that the DD is:
Just corridors and fights on a railroad and nothing to explore or loot.
Just kinda breaks my heart. I get it's their finale and it's totally in the style of DD but....fuck. It all feels like it could be a lot more, and I honestly expected more. Red Hook established a legit, rad IP and brand where thousands of indie developers fail to do so. I'm just not sure the excellence and depth of the product actually lives up to the awesomeness of the brand.