[Hands-On Review] Dark and Darker Mobile Makes a Strong Debut at Gamescom

 

Krafton's mobile extraction RPG, Dark and Darker Mobile, made its European debut at Gamescom, offering a first look to players in the region. Despite holding its first global large-scale test from August 1 to 11, Europe was notably absent from the list of participating countries, which included South Korea, Japan, the United States, and Turkey. As such, Gamescom marked a significant moment for Dark and Darker Mobile in introducing itself to European gamers.

 

At Gamescom, the demo of Dark and Darker Mobile closely resembled the version seen in the recent global test, with few notable differences. The most striking addition was the new Wizard class. This versatile class allows players to employ a wide range of magical abilities, from powerful long-range attacks to enchanting weapons for close combat, making it a true jack-of-all-trades.

 

 

The Wizard's playstyle is heavily influenced by four elemental magic types: fire, ice, arcane, and lightning. Players can choose two elements and assign two spells to each, offering various strategic options. For instance, if you prefer to be a long-range artillery, fire magic is your best bet. If supporting your team is the goal, arcane magic offers buffs like speed and invisibility. Pairing ice magic with these abilities can further enhance crowd control, slowing enemies to a crawl and preventing their escape.

 

But the Wizard isn’t just about slinging spells from a distance. The class is equally formidable in close combat. Armed with a crystal sword that can be enchanted with magic, the Wizard can deliver devastating melee attacks. For example, the basic skill allows the sword to be enchanted with a magical slash, and when combined with fire magic, this attack can deal up to 1.5 times more damage. Moreover, the sword can unleash these magical slashes without the casting time required for other spells, making it easier to chase down or control enemies.

 

During the Gamescom demo, some players underestimated the Wizard’s close-combat prowess, leading classes like the Barbarian and Rogue to approach head-on. However, the Wizard proved its versatility, often halving an opponent's health with a fireball from afar, then finishing them off with a swift magical slash as they tried to flee. The class offers deep strategic gameplay, allowing for numerous spell combinations and playstyles.

 

 

On the surface, the Wizard might appear to be an overpowered (OP) class, capable of dominating all others. However, this power comes with significant vulnerabilities. The Wizard can be likened to a "glass cannon"—while it can dish out massive damage, it’s also highly susceptible to ambushes. The class has low health, and without casting spells, it struggles to fend off enemies. But casting spells requires time, leaving the Wizard exposed and often leading to death before the spell can even be completed. While passive skills like a protective shield can offer some defense, they provide only minimal relief. The Wizard’s powerful attacks and versatile abilities are undeniably appealing, but mastering the class requires significant skill and experience, making it a challenging but rewarding choice for players.

 

 

In addition to the Wizard class, Dark and Darker Mobile introduced a new village feature, a unique element not present in the original game. This feature marks a distinct shift from the typical extraction genre, where gameplay usually begins in a lobby with minimal community interaction. Unlike its predecessor and other games in the genre, Dark and Darker Mobile includes a fully realized village where players can interact with NPC villagers and other players, aiming to enhance the game's social aspects.

 

However, this feature felt more like a rough draft than a fully fleshed-out system. Conversations with villagers lacked depth and seemed largely meaningless. Activities like fishing or gathering ingredients for cooking were available, but they didn't leave a lasting impression or add significant value to the gameplay. While the inclusion of village content is intriguing within the context of an extraction genre game, the demo at Gamescom left the impression that much of this feature is still underdeveloped and in need of further refinement.

 

 

Efforts to reduce the notoriously steep learning curve of the extraction genre have seen noticeable improvements in Dark and Darker Mobile, particularly through the introduction of systems like support gear, mercenaries, and resting. The essence of the extraction genre can be summed up as "a battle of all against all." In this unique genre, every other player in the dungeon, aside from your own team, is an enemy, alongside the monsters that inhabit it. What sets this genre apart is its high-stakes gameplay: defeat an opponent, and you can loot everything they carry; die, and you lose it all.

 

This defining feature is both the extraction genre's greatest allure and its most significant challenge. The game's structure makes gradual progression nearly impossible. If you’re continually dying without having the chance to properly gear up, it’s easy to see how frustration could lead to a loss of interest.

 

The support gear system in Dark and Darker Mobile is designed to lower the entry barriers characteristic of the extraction genre and mitigate the frustration players might feel from early setbacks. In essence, this system provides players with basic gear to help them get started. The key feature here is that as players progress, they can increase their support gear level, which in turn upgrades the quality of the gear they receive.

 

While the support equipment might not match the performance of gear obtained directly from dungeons or purchased from the marketplace, its availability at no cost significantly reduces the stress of losing everything upon death. This system serves as a safety net, encouraging players to keep challenging themselves without the fear of losing all progress. However, the risks associated with death aren't entirely eliminated—players still need to stockpile useful equipment, as the number of support items granted per day is limited.

 

 

The mercenary system, which was particularly beneficial for solo players during the first test, has also seen some refinements. While the changes might not be immediately apparent, the AI appears to have improved, reducing the frustrations experienced in earlier versions. Mercenaries now block paths less frequently, making for a smoother experience overall.

 

The recruitment process for mercenaries has been made more sophisticated. In the first test, players could hire mercenaries using in-game gold, but the system has been revamped to require a special currency called "Mercenary Coins." Players can now negotiate to recruit mercenaries using these coins, with up to three attempts per negotiation. If recruitment fails, the mercenary won’t be available again until they reappear at the tavern. Mercenaries not only assist in solo play but also contribute to player stats through a collection-like system, encouraging players to recruit all available mercenaries even if they don’t plan to play solo.

 

 

The resting system, another crucial aspect of the game, has also received significant improvements. In the original game, health regeneration during rest was minimal, but in Dark and Darker Mobile, players can now restore health at a much faster rate. While the recovery speed still doesn’t match that of bandages or potions, the improved rest system provides a viable option in emergency situations.

 

Additionally, the game features boss raids and a duel arena, offering PvE and PvP experiences without the risk of losing everything upon death. In boss raids, players can defeat bosses to earn rewards without worrying about being ambushed by other players or losing their gear, making it an appealing option for those who prefer a less stressful gameplay experience. The rewards from these raids make them worthwhile for both fans of the extraction genre and those who prefer a more straightforward monster-hunting experience.

 

While the boss raids in Dark and Darker Mobile cater to PvE enthusiasts, the Duel Arena is designed specifically for PvP battles. What sets this feature apart is that the PvP combat takes place in a monster-free dungeon. The narrow, winding corridors and the presence of the Dark Swarm, which encroaches over time, add a strategic layer to the gameplay. Players can lure opponents into tight spaces, making the most of the dungeon's unique layout to gain the upper hand.

 

 

After three rounds of testing—including the first, guerilla, and the recent global large-scale test—Dark and Darker Mobile has shown significant improvements in overall polish. However, the game's evolution into a more casual experience tailored for mobile platforms has been met with mixed reactions. Some players may view these changes as a positive adaptation of the extraction genre, while others might see them as a step back, diluting the hardcore essence that defines the genre.

 

At Gamescom, the general sentiment leaned more towards the positive. Given the IP's strong following, particularly outside of South Korea, and the game's accessibility on mobile platforms, most attendees seemed satisfied with their experience. The ability to enjoy the game casually on mobile appears to have resonated well with players.

 

However, concerns remain, especially regarding the monetization and gear enhancement systems. At first glance, the enhancement system might not seem particularly problematic, but the issue lies in an option known as the "Safekeep Rate." This feature increases the likelihood that players won't lose their gear upon death—a mechanic that could potentially undermine the high-stakes nature of the extraction genre, where the risk of losing everything is central to the experience.

 

 

The monetization system in Dark and Darker Mobile follows a similar approach. It includes the sale of cosmetic items like skins, as well as practical items such as Escape Stones, which allow players to exit dungeons quickly, and Equipment Insurance, which increases the retention rate of gear upon death. While purchasing Escape Stones or Insurance doesn’t directly make a player stronger—thus avoiding the pitfalls of "pay-to-win" (P2W) mechanics—the Equipment Insurance feature does raise some concerns. It could undermine one of the core principles of the extraction genre: the high-stakes risk where losing everything upon death is a fundamental part of the experience.

 

This aspect of the game's design could be seen as a potential shift away from the genre's roots, making the Dark and Darker Mobile demonstration at Gamescom a critical moment for gauging the game's future direction. From this perspective, the demo at Gamescom can be considered a success for Dark and Darker Mobile. The positive reactions from players suggest that many had been eagerly anticipating this release. The game certainly made a strong first impression.

 

 

However, without a full view of the monetization system, it’s difficult to predict the game's long-term success. The feedback from Gamescom will be crucial in shaping the next steps for Dark and Darker Mobile, and there’s hope that the developers will address these concerns, ensuring that the game evolves in a way that preserves its integrity while satisfying its growing player base.

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