Other mechanics, light torchlight help sell the feeling of dread and pressure – crucial to creating a good horror experience. Permadeath in this context helps increase the tension and player engagement. Why did you implement these features into DD? How these mechanics are integrated into the world you c reated?Ī4: It was important that our game feel like high stakes poker – the player is playing with her best characters, each of whom represent a certain amount of time investment. Q4: DD implements several mechanics maybe more common in horror games, from sanity, to light/darkness management and permanent death. By this time, all the DLC has come out, and I can’t say that we left much on the cutting room floor! I will confess that the story ‘Rats in the Walls’ was a touchstone for the narrative set up of the game, but we consciously avoided established nomenclature and specific creatures/references from Lovecraft. We didn’t want to make a Lovecraftian game, we wanted to make our own dark corner of the earth, and work with Lovecraftian themes like the cosmic insignificance of man. Why did you choose Lovecraft’s myths as one of the main references for DD? Was there something “Lovecraftian”, such a tale or a setting, that you truly wanted to introduce, but at the end you were not able to?Ī3: What appealed to us most was cosmic horror. Q3: There are many interesting references inside DD, but personally I love how you integrated in an original and personal way concepts from Lovecraft in the world of DD. I like to think that despite the subject matter, there’s still some ‘fun’ injected into the work. The latter being my favourite graphic novel of all time! All of these ideas and influences helped me craft a style that was morbid, but iconic. I looked at a lot of illuminated manuscripts, medieval woodcuts, and modern comics including Mike Mignola’s Hellboy and Guy Davis’ The Marquis. Hard edges reflect the uncompromising choices a player is faced with, and the pooling black suggest ever encroaching disaster. However, I decided Darkest Dungeon needed a look that would reinforce its central themes. Why did you decide to use this particular art-style to portray the world of DD? Which are the main influences in your style?Ī2: I had spent many years working in a variety of styles, generally more painterly. Q2: The gorgeous art-style of DD is also something that contributed to the mainstream success of the game, something really unique that now defines a new style by itself (often you can read around “Darkest Dungeon style”). ![]() Tyler Sigman and I sought to explore a more subversive take on the traditional RPG tropes – one that embraced the idea that heroes are human – have flaws, weaknesses, and shortcomings. However, in reality, it’s the willingness to fight, rather than the rarity of the sword that is the mark of a hero. It struck me that that power in games is represented primarily through more and more elaborate gear. How the idea of Darkest Dungeon was born?Ī1: Darkest Dungeon began as a series of loose sketches I would chip away at on my bus rides. Darkest Dungeon (DD) became in the last year a new reference for dark RPGs, with many games inspired by its art-style and mechanics. Q1: I would like to thank you for the opportunity of interacting with you. If you are like me, craving for news regarding the sequel, the following interview is the perfect reason to dig even more in the lore and the secrets of Darkest Dungeon. His answers provide information on how Darkest Dungeon was born, about his art-style, and also some details about a very interesting unreleased creature (which I really hope to see in the sequel). With more than 14 years of experience as art director and concept artist for several videogames, series and also pen-and-paper games, Chris is not only co-creator of Darkest Dungeon, but also the main artist behind the distinctive art-style of the game. I had the opportunity to chat with Chris Bourassa, co-founder of Red Hook Studios and creative director of Darkest Dungeon. With the recent announcement of Darkest Dungeon 2, the series is back to bring horror and despair upon the players. Worth also to specify that the world of Darkest Dungeon is one of the most original dark fantasy settings, from every abomination lurking in the darkness to the original classes. Permanent death, mental and physical diseases, balance of light and darkness, Darkest Dungeon really knows how to perfectly integrate horror elements into a modern RPG. As the name suggests, this is a really dark RPG, with strong horror components rooted in an unforgiving and complex system. ![]() The addictive gameplay, the incredible art-style and the horror elements, created the perfect formula for a game that defined a new genre. ![]() Darkest Dungeon is one of the most original and innovative dark RPGs ever.
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