
Those are in-game models captured out of Unity, which is the game engine, so there's no post processing other than color correction on one or two of them. And so we did a bunch of research, and experimentation, and played around, and the result is in the teaser. But the most important thing above all is to maintain the distinctive style of the game, and only leverage technology and sort of 3D modeling animation effects if they are enhancing that style or evolving it, not trampling on it. So that was one of the main practical considerations. And so we had to look for a way of invigorating this game, and giving it legs, and generating a similar kind of excitement, and I'm speaking purely visually for this. Pragmatically from a craftsmanship standpoint, people have consumed the art that I drew for 1.0 and the art that the team made beyond that in the DLCs along with me.

Is this just an aesthetic change or is there a deeper purpose?ĬB: It's a couple of things. It kind of surprised me because Darkest Dungeon's 2D art is so singular. The biggest thing we see in the latest trailer is the apparent switch to 3D characters. If you already know you're going to succeed, that isn't heroic at all. It's people who don't know if they can do it trying to pull it off. Really I think the message that we're trying to push on the sequel is that if you can't sit around waiting for the level 100 paladin to ride in on a white horse, you look around and you're like, "Well, this is who we've got, and so it's going to have to be good enough." And I think that really is what heroism is. Viewers are human and all that, but there's always been kind of a potential uplifting part there in terms of flawed. TS: Part of Darkest Dungeon's DNA is the fallibility of humans.

So this game is more about reaching towards something precious than it is sort of exploring how far down the staircase goes. It's trying to get somewhere, it's trying to accomplish something, and above all it's faint, and distant, and the journey to get to it is extremely tough, but it's there. And so it's going to be Darkest Dungeon, it's not going to be easy, it's not going to be forgiving, we're not going to hold your hand, all of those things remain true.īut it has an aspirational thread that the nihilistic older brother didn't have. I think if the first Darkest Dungeon is about going deeper and understanding how much worse things can get at each step, this game is about clawing up out of it. Is that where you're headed?ĬB: I think we have a rich tradition of table flipping. Often we see sequels deliberately kind of flip the table on players' expectations, on habits they've developed, and certainly Darkest Dungeon is not a game where players are often allowed to get comfortable. Tyler Sigman, design director: I think we wanted to make a real demarkation that it wouldn't feel just like a big DLC. And so we sort of set out with this broad kind of vision statement for what that would look like, and I think we're really in the thick of discovering what that means. An analogous one, a familiar one, but still not an identical one.
DARKEST DUNGEON 2 FORUMS PC
PC Gamer: Last year you told me that Darkest Dungeon 2 would be a game about " enduring a grueling journey, not cleaning up your backyard." More than a year later, what more can you tell us about that concept?Ĭhris Bourassa, creative director: We wanted to make sure this game provided a different experience to Darkest Dungeon. The interview has been edited for clarity and brevity. How Red Hook is managing Early Access, and the expectations of a sequel.Don't expect identical ominous voice lines for narrator Wayne June.Why Darkest Dungeon 2 might be less depressing than you'd think.The creative direction of monsters and heroes.What going 3D means for Darkest Dungeon.

Darkest Dungeon 2, as it turns out, is changing in some unexpected ways. What's up with the icy mountain we saw in 2019's trailer? Will I still have to fight terrifying soup? What new characters will we send to die?Īlthough we're still waiting for these hard details about systems, setting, and characters, I had a chance to prod Red Hook Studios' co-founders Chris Bourassa and Tyler Sigman about the general direction this sequel is taking, as well as its inspiration and the development process so far. But we still don't know much about how it will play, where it takes place, or what big changes to expect. Last week we learned that the follow-up to one of our favorite turn-based games of the last decade, Darkest Dungeon 2, is arriving next year in Early Access. New details on the direction of the sequel, and what shape we should expect it in under Early Access release. Interview: Darkest Dungeon 2's new 3D look, monsters, The Narrator, and its surprising 'aspirational' spirit
