I've never much liked FPSes, but I've endured them for a long time because what I do like are team deathmatches and battle royales, and PvPvE extraction. These formats are almost exclusively present in shooters, so I've resigned myself to Warzone 2 with my crew whether or not gunplay are not my forte. Dark and Darker Gold—an old-fashioned style RPG dungeon crawler with sword and board combat, magic, class leveling, and looting, as well as being a co-op extraction game—was made especially for me. And not just me since its open alpha is one of the most-played games on Steam.
Dark and Darker calls itself "unforgiving" and "hardcore" to start with and after I immediately died to sword-wielding skeletons during my first few runs before ever keeping the privilege of being killed using a player, I'm inclined to agree. (The tutorial does remember that a lower, "normal" difficulty isn't yet from the alpha.)
In extraction game fashion, you'll fight and loot AI enemies like skeletons, spiders, and mummies because you explore its two current maps, competing with other players to emerge from through exfil portals as being a circle of "dark swarm" closes in round the dungeon. You can queue up for solos inside the Goblin Cave map, go on a party of three to the Forgotten Castle, or pay one hundred gold ante for your high-risk, high-loot version in the castle.
As the fighter class, I'll start most rounds together with the default sword, shield, and torch, loot your local chest expecting some boots or even a helmet, after which get on with killing the nearest AI baddies. If I'm lucky, I'll amass a compact handful of gold trinkets and miscellaneous weaponry to jam around my inventory of Tetris-ed pockets. If I die I lose everything, however, if I can worm my way through the oppressively narrow corridors, floor spike traps, as well as other players I have a shot at obtaining a glowing blue stone onto the ground that will open an exit portal. (Be aware, co-op folks; these products admit an individual only, not the full squad, which seems quite stingy for any game best messed around with pals.) You can also go on a red glowing portal to move deeper into the dungeon for more challenges and rewards, but I've not gotten that brave yet.
Things have been a bit less harrowing inside a well-balanced trio of Fighter, Cleric, and Wizard, (or Barbarian, Rogue, or Ranger) but death is just a couple of missteps away in dark and darker buy gold's classically claustrophobic dungeons, which makes me miss outside air of other PvPvE romps.
If I do escape, I immediately sell my loot from the merchant menu and shove the gold coins inside my stash while I tackle the next run wearing only what I got out on my back. This is where Dark and Darker is most comparable to Escape From Tarkov; buying incrementally better gear from merchants and dealing towards permanent class upgrades is often a familiar grind. I'm not that you throw across the word "Sisyphean" nevertheless the threat of my loot boulder tumbling about the hill seems even more than other extraction games. Instead, I strive towards level-gated perk slot upgrades and swapping my active skills for that Fighter and Rogue characters I'm leveling.
The Wall