Darkest Dungeon II Interview

Last month, we learned that the team over at Red Hook Studios was working on Darkest Dungeon II. And if you’d like to learn a bit about the ongoing development of this Lovecraftian side-scrolling RPG and the history behind Red Hook Studios, you should check out this The Indie Game Website interview with Red Hook’s co-founder and art director, Chris Bourassa. A snippet:

You recently released your first trailer with this amazing slow pan over a mountain leading into a reveal of some familiar heroes, and the news of your sequel spread like wildfire. With all the notoriety, does it feel like you have more pressure now than when you first started this journey with Darkest Dungeon?

Yeah, totally. Totally, because there are expectations now and expectations are going to be formed differently from different people. There are infinite types and levels of expectations around what we are going to make and there’s no doubt that it’s not going to be exactly what every last single person who bought the first game wants. That would be impossible.

There is some pressure, and the teaser definitely went further than I thought it would. That’s why we didn’t brand it. We didn’t put any words at all. I thought it would be cool to rely purely on the iconography to see if people got it. And we’re able to experiment a little bit like that now as opposed to [before] – that would have been a much more questionable decision back when we had no audience. It’s fun in a way, to be afforded the chance to experiment a bit with the messaging, but I feel like we have to do a great job.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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