866.1 hours played
Written 29 days ago
First of all, I have played waaay fewer hours than what Steam has listed. I'm a prolific mod developer for this game, and easily over half of my hours come from sitting in the game while making a mod and not actually playing.
That said, that's still a few hundred hours of actual playtime, so...
The obvious game to compare this to is Vermintide 2, which this is basically a sequel to. When VT2 came out, it catapulted towards the top of my most-played games. It's currently sitting at #3, behind only Garry's Mod and Darktide. Thanks to pre-release betas, I put over 40 hours into VT2 before it even came out! I skipped school and lagged behind in other responsibilities cuz I wanted to play VT2 more! It's easily one of my favorite games ever, offering compelling classes, best-in-the-business first-person melee, and fun environments.
So how does Darktide compare, especially now, after ~2.5 years of updates?
Well, in some ways it's a complete improvement. The melee was already basically perfect in VT2, and it's just as meaty and fun here. The guns on offer also all feel great, putting a lot of other FPSs to shame, even though I think this game still favors melee over shooting. I don't wanna get too into the weeds of the mechanics, but I think the way Darktide encourages melee without punishing you too badly for taking stray gunshots (i.e. Toughness) is genuinely so clever and fun that it makes VT2's similar system (i.e. Temp HP) look like a joke. Although I don't think the weapon variety is quite as good (yet?) as it was in VT2, the class variety is unbelievable. VT2's talent choices were, well, pretty bad tbh. But in Darktide, each class gets its own skill tree, and each tree is filled with interesting, meaningful choices. They're a perfect balance of being open enough to let you do what you want with it, while still having enough definition that each branch has a distinct theme to it. You can set up builds that actually feel totally different to play, even within the same class. I've played tons and tons of RPGs in my time, and it's almost hard to believe, but Darktide's skill trees are easily among the best I have ever seen.
Also the soundtrack is easily among the greatest OSTs of all time. It sounds unlike anything I've heard before, and it fits the game's aesthetic perfectly. I swear, the first time I heard Imperial Advance while fending off a hoard, I started levitating.
And not for nothing, the devs are extremely welcoming to the modding community. They haven't made any tools, but they've been very open to us opening their game up and tinkering with it. Their modding policy is very permissive, basically just common-sense. It's neat!
But! There are two key ways that Darktide falls short - very, very short. The first is the environments and maps. VT2 has a frankly huge number of maps, and almost all of them feel entirely unique from one another. The city, the sewers, the elven ruins, the dwarven hold, the mine in the mountain - you really feel like you're going on a huge adventure, and each map also ends with its own objective to complete, making each one feel even more unique. In Darktide, I think there are like 4 different objectives, and they're scattered throughout the maps seemingly at random. The post-release maps generally do a better job in that regard, but they still suffer from another issue. There are only like 4 environments, and all four can be summed up as "grim sci-fi factory." The world around you is always going to look more or less the same as it did in the previous mission. You could argue that's unavoidable because it's all set on the hive city, but it didn't have to be. There's no reason this couldn't have been made with - or receive now - maps that have a lot more visual and mechanical variety to them. At least they aren't procedurally generated, though. Each map does have an actual identity to it, it's not the sort of bland, endless sludge you get in games like Helldivers or DRG.
The second issue is that Darktide is filled to the brim with enough player-retention nonsense to rival your average AAA or mobile game. You have to grind to get your character level up, you have to grind to unlock weapons, you have to grind to improve those weapons. You get weekly quests, the mission board strictly limits which missions you can play and when, and there's a gougingly-priced FOMO cosmetic store - not to mention the FOMO events they run every once in a while. It's annoying at best - and if we're being honest, it's completely scummy and predatory, even if it is absolutely ubiquitous in gaming these days. VT2 did have a grind to it, too, but it wasn't nearly as long or as deep as it is in Darktide.
In the end, even though the gameplay is imo a complete improvement over VT2 in every single way, the lack of variety in the missions and the presence of scummy player-retention BS make this game much harder for me to recommend than VT2. But if you don't mind those things, then it's a no-brainer.