I no longer feel as hesitant about losing characters, and the risks that can ruin a run don't feel like they have the same long-term consequences. It's difficult to say that DDII recaptures the same feeling. Half of my memories of the original game isn't of the big plot moments but of the smaller elements that built up over time. The original Darkest Dungeon was a delight of emergent storytelling. This also means if you disliked Darkest Dungeon, you'll enjoy the sequel more, since it focuses on one particularly strong element. DDII is a game for the people who found the combat to be the most engaging part of the experience and wanted a ramped-up, refined version of that, with the other parts pared down. That isn't necessarily a bad thing, but it means that it's possible to have loved the first game and dislike the second - or vice versa. The result? Darkest Dungeon II doesn't feel like the first game. It also is more character-focused, with more defined characters in various roles instead of the generic ones. It's a far more pared-down experience that's focused more on moment-to-moment gameplay. There is meta progression between levels, but it isn't the same as the original, where you'd dedicated hundreds of hours to progress. Instead, it's easier to compare it to something like Slay the Spire, where each run is a distinct stand-alone thing your goal is to get to the end, fight a particularly tough boss, and then move on to the next challenge. Gone is the game flow of the original, where you make repeated trips into dungeons to gradually build up your forces and your town. It's probably more genuine to call it a spin-off than a true sequel. It's probably best to start the review with arguably the most controversial part of Darkest Dungeon II.
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