I recently beat the final boss of Darkest Dungeon 2 on the highest difficult, so I'm calling it done. It's a real good one!
It basically fixes the problems that I had with the previous game, which was an all-timer that was held back by being really long and grindy and just really dragging through the boring middle third. But here it's all fuss, no muss, with basically the same combat engine grafted onto a more traditional run-based roguelike progression with meta unlocks. I really like meta-progression systems, and I think this one strikes a good balance of progressing at a slow and steady rate, with a few key upgrades that really make you more powerful, but generally being unnecessary to succeed, with familiarity with encounters and mechanics being far more important than the kind of small incremental improvements offered by the upgrade tracks.
It loses the sense of managing a camp/team over time, and the fun little interactibles in the dungeons that would respond differently to different items, which were both things I really liked about the previous game, but I still think I ended up preferring it to the first game in the end, although it took me a while to feel that way; I definitely more immediately fell in love with DD1.
DD2 makes a few little changes that really have an outsized impact on the game for the better. The first is hit percentages. Gone are the fine-grain hit %s of the first game, where literally every single hero or monster ability had a very finely-tuned hit % which got very fiddly and could make for real big swings of good or bad luck, replaced by a much simpler system that seems inspired by the likes of Mario vs. Rabbids, of all things, where every ability on both sides of the battlefield just has a 100% hit chance unless modified by specific buffs or debuffs like dodge, which gives a 50% dodge chance, or blind, which gives a 50% miss chance. There are a bunch of abilities that grant, inflict, cure, or remove dodge and blind, so if you're just sitting there flailing at enemies with bad odds, then sure, you might be okay, but you're probably doing something wrong. And you can set up some gross dodge tanks on your side, which is very fun. (Riposte Highwayman still owns bones.)
Another change is that instead of a bunch of random mooks with job classes, these are now all named characters with personalities and backstories, and they each have much more of an identity. This is reinforced through one of my favourite new additions, the shrines of memory, where you get to slowly explore everyone's backstories through a combination of short stories interspersed with puzzle battles that tell the story through gameplay, ranging from helping the Gravedigger poison her abusive husband and busting the Highwayman out of prison to giving an academic anatomy lecture as the Plague Doctor and challenging a hobo to dueling banjos as the Jester. These aren't all bangers (there's a music puzzle for the Jester's second memory battle that I still haven't figured out), but by and large they're novel and fun and a really great way to stretch the combat engine further than it feels meant to be stretched. For experiencing these memories, you get the small mechanical benefit of a skill upgrade token and a new class ability, slowly making each character more flexible over successive runs and opening up a wider party build space.
Yet another great change is the relationship system. You're still managing everyone's stress levels, but here that's largely a secondary consideration that feeds into the greater relationship system (when someone maxes out stress and has a breakdown, it harms their relationship with the rest of the party). Over the course of a run, through combat, decision points, and item use, you slowly manage relationship meters between each pair of party members. If it gets dire enough, characters might start to hate each other, or become rivals, refusing to follow commands in battle or stepping away from each other, and being forced to equip abilities that you might not otherwise choose and causing stress to each other when they use those abilities. However, if a pair likes each other enough, they might become Hopeful, Respectful, or Amorous, each of which gives paired abilities (one from each character) a tiny perk when used. For example, the Plague Doctor might get less stressed when the Man-at-Arms uses Bolster, while he might get less stressed when she throw a plague vial. And if someone hits one of them, the other might strike out back out of turn in a rage, or give a pep talk and boost the other's spirits. Basically, the end goal of every successful run of DD2 is to roll up to the end boss with a giant polycule of murderers that support each other and beat back the darkness with the power of free love.
And speaking of successful runs, DD2 makes the great decision to borrow another genre staple: ascension levels. The introductory level is a great intro to ease in new players, but DD1 veterans should make short work of it, and it offers 4 more ascensions levels that slower layer on mechanics and complexity while tweaking numbers up and down to keep things challenging, and each ascension level offers a unique final boss. There are also further challenge modifiers that can be applied to each run to make things easier or harder via "torches" that you apply to your stagecoach, but I honestly didn't engage with that system at all. It's cool that it's there, though! More options are always good!
The less said about the boss of Ascension 3, the better, though. It just feels like they had a cool idea for a boss--and it is cool--and weren't willing to let it go even though it doesn't really work. It's basically a puzzle boss, but the puzzle is poorly explained and difficult to manipulate, and it was a huge roadblock for me that I eventually just brute forced. It's a shame that the much cooler final boss is gated behind that jerk, because my progress through the game stalled on him big time.
Anyway, I had a great time with Darkest Dungeon 2, and that true final boss of ascension #5 is an all-timer that's a real spectacle, with cool visuals, clever mechanics, and a great summation of everything in the game that led up to that point, and I hope that more people get to see it, because it was definitely one of the game's highest points for me. It's a really long one, though, so buckle in-- I'm glad I managed to get it on the first try.