EDIT: Aaaaaaand Refunded
I have over 700 hours in VT2, and a good chunk from VT1. Despite the issues with those games, I stuck with the ups and downs of the development churn for years because the core gameplay was so good.
But with Darktide I’m struggling with doing it all again. My hand was wavering over the refund button but my friends talked me back from the cliff. Many aspects of the game design feel worse to me than in VT2 (which I’ll describe below), and the core gameplay during missions is just barely good enough to justify putting up with all the BS surrounding the core gameplay. If the goal was to make players feel like rejects, mission accomplished.
As a preamble, I feel that essentially all of the years of community feedback and refinement on Vermintide 1 & 2 were forgotten when it came to Darktide. It feels like we’re starting over again from scratch and there is so much work to do. I enjoy the core gameplay to a modest degree, but nearly everything surrounding it (progression, loot, the hub, mission selection, “crafting” etc) is all just immensely frustrating and makes me not want to even bother playing.
Let me get specific in my critique:
PROGRESSION & LOOT
- NO SHARED RESOURCES, MONEY, CRAFTING MATERIALS BETWEEN CHARACTERS. #1 ISSUE RIGHT HERE.
- Lack of consistent mission rewards
- Inconsistency of secondary mission objectives and paltry rewards if you even bother with them.
- No daily quests (we only get weekly)
- Horrendous grind for crafting materials to upgrade items
- Basic shop has only a limited selection of goods on a timer to reset. Ugh. Why can’t we just craft basic items from scratch?
- Crafting and item upgrading is way too RNG reliant. Ugh.
- Penances are either trivial or ridiculously niche and toxic for quickplay environment.
- Takes too long to level up
This is the biggest set of issues. Since there are no shared resources, starting to level up another character is painfully slow, forcing you to drop back to lower difficulty levels where the game is more “boring” to play. Crafting and upgrading items is the worst possible combination of grinding for resource inputs only to be rewarded with heavily RNG-based outputs. In combination, this feels many steps WORSE than VT2 in my opinion (what happened to adapting the weave-forge weapon system into darktide?!). Doesn’t feel rewarding to play at all given the “grind to meaningful reward” ratio. And having to do it all over for subsequent characters? Ugh. Even most MMOs and ARPGs have shared stashes between characters on an account! This is even more brutal.
THE HUB
- Forced 3rd person perspective (totally immersion breaking for me)
- Forced to load a separate area for weapon training. And even then need to level up to unlock the full range of training dummies.
- Can’t slide, jump, crouch in the hub - hence no jump puzzles
- No private hub or way to way load into a hub with your friends straightaway.
- No hot keys for terminals/stations
- No emotes
The hub is a lifeless, functionally-void place. It looks cool but the immersion is ruined by the MMO-like forced 3rd person view (IMHO). If the argument is “seeing other players’ cosmetics” you’ll actually see them better and more up close in first person view. So I don’t get the argument here. Compared to the VT2 keep, which is great fun to run around in and practice weapons in while waiting to group up etc, the hub is just dull. There aren’t emotes or anything to do to prompt interactivity with other players. You have to load a separate level just to practice weapons. It’s just poorly thought out and a big step back IMHO.
MISSION SELECTION
- Inability to pick what mission to play
- No way to select preferred/desired mutators for missions
- Not enough variety in secondary objectives
- Can’t make private games or configure bots (maybe coming in December?)
- Lack of mission diversity
VT2 threw up a lot of ideas for how to mix up missions. Deeds, weekly challenges, mutators (ala Winds of Magic that occasionally made it into weekly events), the mutators from Chaos Wastes, twitch mode, etc. The hope was that all of these nice ideas would’ve been unified into a common configurable mission selection system. What we have in DARKTIDE hints at this a little, but falls woefully short. The whole mission selection process of randomly generated missions just feels lazy. God help you if you’re trying to do anything mission specific, as you’re at the mercy of RNG (again). Just feels like a major missed opportunity.
I know there are other “zones” to be revealed setting wise. But we have a good chunk of the missions already on hand and they do all feel very similar and blend together. The mission start areas are visually impressive, but most of the rest of the mission areas feel like a similar mix of hallways and similar-sized atriums. There are very few distinctive moments visually mid-way through the mission. Which is too bad considering how unique and varied most of the VT2 missions are.
WEAPON PROPERTIES & TRANSPARENCY OF ITEM MECHANICS
- The use of stat bars instead of numbers, with bars only being comparable between two of the same weapons (wtf?). Why no numbers?
- Weapon rating being boosted by properties /blessings meaning that higher rated weapons might be “worse” than a similar rated base (gray) weapon. Queue WTF levels of confusion.
- Icons, terms, and effects of weapons not described in-game at all.
The ‘tide series has always suffered from a lack of transparency in weapon mechanics, but meme-value aside this takes it to a whole new level. It’s ridiculous. And the more people seem to learn about the system, the deeper and more confounding the rabbit hole seems to get. Who designed and approved of this system and why? It’s just baffling and mystifying and a total turn-off for new players just trying to make sense of it all. Players shouldn’t have to look up Reddit posts from people mining game data just to have a basic understanding of how the system works. It’s crazy, but here we are (again).
CLASS BALANCE AND BUILD DIVERSITY
- LIMITED NUMBER OF CLASSES/CAREERS
- Yo-yo’ing and poorly thought out balance adjustments.
- Balance adjustments trending towards overly radical “nerfs” that remove the fun instead of making careful tweaks to bring things into alignment
- Effectiveness of classes relative to each other is all over the place
- Limited diversity of builds (based on feats) within classes
Something clearly went wrong with the early concept of heavily customizable classes, and we instead got a repeat of VT2 careers. This isn’t the worst thing per se, but only having 4 careers at launch feels like a step back. I’m anticipating having to wait two years to get two more psyker classes (which I’m assuming I’ll have to level up individually from scratch each time and all pay for). The balance is also all over the place. Veteran remains highly powerful across the board while the poor psyker just has a limited and broken feeling kit on higher difficulties (for example). Having to wait (and pay!?) for new careers when the existing ones have so much more work to be done doesn’t instill me with much confidence (or desire to pull out my wallet).
IN MISSION - COMBAT
- Dodging feels janky and inconsistent and overly limited.
- Weapon switching feels sluggish and animations sometimes cause weapon swaps to not register. Not nearly as smooth or consistent feeling as VT2.
- Taking CHIP DAMAGE THROUGH TOUGHNESS is frustrating, defies the games own tutorial/logic, and just feels unrewarding and conflicts with certain builds (eg low health zealot).
- Cover doesn’t work well - still regularly take damage when should be hiding behind things
- Sprinting with stamina doesn’t let you effectively make space or outpace enemies (I’m not asking for permanent outrunning, just getting away from a horde enough to shoot at it).
- Suppression mechanics don’t work consistently on enemies, and feels awful for the player.
All in all, combat just doesn’t feel nearly as a crisp and precise as in VT2. It feels like this mushiness is deliberately used to make the game harder than it otherwise would be. Why not keep it crisp and make it harder in other ways (tougher enemies, more damaging hits, etc). The lack of polish in the combat system and constant tweaks/nerfs is frustrating and undercuts the core strength of the series - the crisp combat. Feels like there is no vision or clear direction here.
IN MISSION - SCORE BOARD
This gets its own item. The lack of a score board to provide any sort of relative performance feedback on how you did compared to your squad is aggrivating. The scoreboard is a fundamental part of the feedback loop between play performance and how you get better. Ignore the circle chasing element of it. The need for a scoreboard is about self improvement and giving you basic feedback on how your kit and skills shook out. Without it, the end of the mission leaves the team with nothing to discuss or reflect on. Its omission is galling. It sounds like it will be added, but who knows when or what it will look like. The lack of communication here is frustrating.
IN MISSION - CONTROLS AND UI
- UI is not numeric (eg icons for ally ammo instead of a simple counter like XX/YY)
- No option to double tap to dodge (a VT staple)
- No support to bind multiple keys to the same action
- Can’t chat during mission loading screens
This is just some basic QoL stuff that VT2 has (except the last point) that would be great to have and is frustrating that it’s missing.
PERFORMANCE
- Still seems to be a lot of performance issues across the board for people.
- Inability to turn down texture and model detail for lower end systems forces uses of DLSS/FSR to get a playable frame rate, and the result is just a mushy look.
One of my family members computers still has shader caching issues and simply can’t get past the initial splash screens. Was reported in the closed beta and is still a problem. Others have this issue to. There’ a plenty of concern here across the board and no consistent fixes.
NO MODDING
The switch to dedicated servers is nice on one hand, but it is also a reason why modding probably won’t ever happen. FWIW modding saved me and my groups ability to maintain interest in VT2 because the mods fixed all the broken/missing QoL functionally - much of which still hasn’t been patched into the base game. That we’re stuck with what we have in DARKTIDE, with no potential for modding to help us get by, is a grim reality IMHO.
CONCLUDING THOUGHTS
I want to like DARKTIDE. If I shut off my critical thinking mindset, I can enjoy myself well enough during a mission. But dropping back into the hub and confronting of all the BS, grindy, RNG-heavy progression mechanics just slaps me back to reality and makes me wonder why I’m even bothering.
The extensive list above is my “wishlist” of sorts for what I’d like to see addressed. Ultimately, Fatshark may or may not address any of the above issues I’ve pointed out, many of which the community has been very vocal about (and many of which were finally fixed in VT2). Feels like little was learned from VT2. One thing can be counted on: whatever Fatshark does, it will happen slowly, with limited communication, and inevitably in a “two steps forward, one step back” manner that typifies their development history. It’s just frustrating to watch the game struggle to reach its potential (again).
At this point, I’m telling myself the next two years is Darktide’s unofficial “early access” period, as I like the core gameplay enough to stick with things. And I doubt throwing up my hands and refunding would make any difference at this point anyway. I do wish that it WAS an “early access” launch and that the devs would then at least feel more comfortable engaging and talking with the community openly about what improvements are needed and what the roadmap is. But transparency and communication isn’t Fatshark’s MO.
So here we are at release and there is a long, dark, grim way to go.
P.S. Where is the “For the Emperor Button” ???
EDIT: Aaaaaaand Refunded