More_Badass
Member
$14.99, PC/Mac/Linux (Steam, GOG)
http://www.darkwoodgame.com/
4-minute launch trailer/overview
2014 early access trailer
Scavenge and explore a rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.
- Enjoy an engaging blend of RPG, roguelike and adventure elements crafted by hardcore gamers.
- Step into a world where the cycle of night and day truly impacts your (already faint) chances of survival.
- By day explore the randomly generated, ever-sinister woods, scavenge for materials, craft weapons and discover new secrets.
- By night find shelter, barricade, set up traps and hide or defend yourself from the horrors that lurk in the dark.
- Gain skills and perks by extracting a strange essence from mutated fauna and flora and injecting it into your bloodstream. Watch out for unexpected consequences...
- Make decisions that impact the world of Darkwood, its inhabitants and the story you experience.
- Meet eerie characters, learn their stories and decide their fate. And remember - don't trust anyone.
Destructoid review in progress
RockPaperShotgun - Early Access impressionsDarkwood's design is such that players will almost always be disoriented and threatened by their surroundings. Over my first few hours with the game, I never felt as though I had a moment to breathe. After a short prologue (which introduces some of the Darkwood's more nightmarish elements) I was left to my own devices, trapped in a forest where everything wanted to either kill me or wrestle away the last of my character's slipping sanity.
It's a slow-paced Teleglitch, a survival horror game by way of Ice-Pick Lodge and Stalker...
While Teleglitch comparisons do spring to mind, I'm also obliged to mention Darkwood. Still in Early Access, it's shaping up to be one of the year's boldest horror games. From a similar perspective, it delivers everything from slow-burn dread to screaming terror...
When it comes to indie games and horror, one of the common complaints is the reliance on the Slender/Amnesia brand of horror. Running, fleeing, weaponless and defenseless. Darkwood certainly has running and fleeing and slipping sanity, but you're armed (albeit meagerly) and you can even barricade your residence from the horrors that lurk outside. Not that those will save you; Darkwood's world is one of relentless nightmarish creatures, disturbing unsettling sights, deep suffocating darkness, and an otherworldly atmosphere
Like the best horror games, Darkwood uses your ability to fight back to only make you dread the dark even more, with your limited resources and weapons just barely being able to keep creatures at bay. Combined with the resourcefulness you can use (setting up bear trap with bait, and a trail of gasoline to light a trapped creature on fire), you feel surrounded, outmatched, and barely surviving as your supplies dwindle and the lights go out
The sound design is some of my favorite out of all the horror games I've played. The drawn-out screech as you drag a wardrobe over to block an opening. The creek of an opening door. The heft of your swings when you attack. Your panting breath as your stamina drops. The otherworldly moans and guttural sounds out there in the darkness.
The attention to detail here is great as well: the soft flickering of the oven pilot light, your character's animations as he clambers over a fence or readies his weapon, the trail of blood in your wake when you're bleeding from a wound, the daylight fading away as night comes. You feel desperate and alone, barely equipped with a shovel and a few bear traps as the night falls and your single flare sputters out. Pushing furniture in front of doorways and openings, using your meager supplies to barricade windows.
While the game does have a procedurally generated map, it's not permadeath (although there is an option); you can save and load, and the game has an overarching narrative to follow. A surreal unsettling narrative, with weird NPCs whose subtly moving portraits and creepy dialogue add to the walking nightmare feeling of the world. I'd argue the map generation also works to the game's benefit, adding to the dreamlike atmosphere. As a roguelike, the map is more akin to that of The Forest, a sprawling environment with different regions with their own handcrafted locations and narrative elements rather than the narrow corridors and rooms of a dungeon crawling roguelike