It’s been 1-year since Darktide was released, and I figured it is a good time to share some impressions on how the game is faring.
TLDR
While I would love to unequivocally recommend this game, my overall feeling continues to stand at NOT RECOMMENDED due primarily to the abysmal crafting system (still). If you’re willing to look past the crafting system, absent quality of life features, and the relative lack of content, then Darktide is, at this point, a genuinely fantastic game. Nothing else handles the core combat experience as well as Darktide. If that’s what you want, then the game is amazing. If not, give it more time and check back later.
THE GOOD
Core combat gameplay and level of challenge continues to be phenomenal
No other game manages the challenge, pace, and visceral feel of mixed ranged and melee combat as well as Darktide. There is a huge skill ceiling and the sense of reward for clutching through a tough mission in Darktide is like nothing else.
Talent Tree Rework is (mostly) Excellent
The Talent tree rework to classes from Patch #13 is overall amazingly well done and adds diversity into build options. Fundamentally, being able to mix-n-match different blitz’s, auras, combat abilities, and keystones alongside other talents is great. Presently, as of Patch #15, the Veteran skill tree is a little underwhelming compared to the others, but there are still fun options to be found.
Audio/Visual Design is amazing
If you’re coming for the atmosphere, Darktide does not disappoint. It does an amazing job nailing the 40k / Hive City feel. The soundtrack is amazing. Graphics look good, and performance has been consistently been improving for most players.
Weapon Balance is solid
Weapon balance is finally getting into a good spot, where there are strong builds that can utilize most every weapon effectively. There will always be the “meta” weapons on the top of the pile and niche weapons that don’t see as much use, but variance is getting smaller. Blessings in particular have been reworked for most weapons, opening up more different avenues for crafting.
THE BAD
The crafting / item progression system is an AWFUL, RNG, Casino hell
My overall feeling (and Steam review) stands at NOT RECOMMENDED because of the god awful crafting system. The “locks” that get applied to perks and blessings is a major pain point and makes the entire system of layered RNG even worse. Crafting shouldn’t lead to “bricking” items, it just feels bad. The game desperately needs a more deterministic and predictable way to make progress towards your item progression goals beyond just pulling the slot machine lever more times. I’m really hoping there is a big crafting rework in the future whenever (and if) red items get added to the game. Having a way to get around the locks would do wonders for item progression.
Quality of Life Features are Woefully Absent
The non-combat UI and design of the morningstar hub area is pretty bad. No hotkeys to select vendors, can’t switch characters without a lengthy loading screen process, blessing descriptions are incomplete/misleading, moving between menus is a pain. The list goes on. Thankfully mods, if you’re able and willing to use them, have fixed nearly all of these issues. But these QoL improvements should be part of the core game.
Still no solo play and no ability to choose specific missions
Solo play is still missing. If you want to play on your own and/or don’t have a premade group, you’re outta luck. There are mods to enable solo play, but those don’t allow progression. Players are still subject to the whims of the random mission board. It’s much better with the Auric mission board now at least guaranteeing higher level/intensity missions, but having the ability to just select missions and parameters would be preferred.
Monetization & Dark Patterns
This ties into the crafting system, but it’s clear the underlying game was designed using dark patterns to artificially drive playtime and to feed into the microtransaction shop. Rotating premium cosmetics, in-game currency that obfuscates the actual cost of items, the layering of RNG systems in item progression, Melk’s quests, etc. They’ve improved the game in a few places (added shared currency across your characters, thank god), but it’s mostly still bad. All of this feels out of place given this isn’t a Free-to-play game.
THE UGLY
Limited mission variety
Missions continue to recycle the same set of minigames: auspex scans, hacking terminals, chopping tentacles, moving canisters, and holding out. Moreover, there’s been no additions to the pool of secondary objectives (still just book hunting). Hopefully more diversity in gameplay challenges and scenarios are added in the future.
Mission reward structure is underwhelming
There is no compelling dynamic between taking on additional challenges mid-mission (e.g. killing a Daemonhost, collecting books, other potential “side quests”) and having this translate into a greater reward at the end of the mission (additional items or higher level items, more plasteel, etc.). If you’re playing missions purely for the challenge, that’s basically all the reward you’re getting. A lot more could be done to improve the reward system and tie in better with Melk’s Quests (which are also poorly handled).
Limited Environmental Diversity
Yes, we are in a hive city and this is 40k - but having more diversity in the visual style of different zones would be appreciated. There’s basically grey/blue/dark missions and the sandy/yellow missions, and that’s it. The level design IS amazingly cool if you can stop and look around, but the visual feeling during play is very monotonous.
No story progression or character development
Patch #13 added some new cutscenes as you unlock each different vendor - but there is still not much by way of story. There are no in-game events or activities that provide a sense of purpose or connection between missions. While not strictly needed for this type of game, players coming for a 40k story are going to be disappointed.
No regular seasonal content, special events, or community challenges
Outside of a few small instances, there isn’t a regular cadence of events and special things happening IN GAME to drive player retention and continuously offer players new challenges to work for. For example, having a quarterly season that was a new batch of penances and cosmetics to chase would keep players engaged or bring them back in more regularly.
Slow pace of development and poor communication
Fatshark is a frustrating developer from an invested player’s perspective. Communications are sporadic and often cause more confusion and angst than they address. There is zero long-term sense of what the future of the game might hold beyond whatever is briefly teased for the next upcoming patch. Bigger questions about a crafting rework, new classes, etc. are unanswered. Moreover, Fatshark just moves at a glacial pace. Gameplay elements can be outright broken and non-functional, but despite being acknowledged will go for months without being fixed. It’s too bad really. So much potential gets squandered by poor engagement and low responsiveness.
CONCLUDING THOUGHTS
Darktide is incredible in many ways. Nearly all of the game’s pain points fade away when you’re in the thick of combat and running a mission. Ultimately, it is that experience that matters most - and Darktide provides incredible combat gameplay. But everything outside of combat is an active detriment to the player’s experience. Fatshark nailed the hardest part (i.e. the feeling of the core gameplay) but continues to strike out on the parts of the game that should be easiest to fix.