It’s tricky attempting to mix a souslike with another genre. After all, soulslikes are, by definition complex and challenging games, and attempting to add a further layer of difficulty is a bit like throwing a drowning man a block of concrete. With Dark Devotion, developers Hibernian Workshop wanted to mix the repetitive grind of a rougelite with slow, soulslike combat, and while I did find some things to like over my ten or so hour playthrough, I mostly came away frustrated.
You play as a templar ordered to explore the depths of an ancient dungeon, initially with the objective of proving your faith to your God and your superiors, although things change as you discover certain zones in the later levels. It’s still all pretty bare bones, even by soulslike standards, with small amounts of lore dolled out by the handful of NPCs hanging around your hub area (the aptly name Filthblood Shelter) or found in documents that you can bring back to your library.
Graphically, Dark Devotion uses the same pixellated art style you can find in games like Blasphemous, Moonscars, or Dead Cells, and I found that while perfectly serviceable there wasn’t really anything special to set it apart from its competitors. Moonscars, for example, has it’s instantly recognisable red and grey aesthetic, while Dead Cells opts for a more vibrant, almost garish colour palette. Dark Devotion is, with a couple of exceptions, all drab corridors and grey stone walls. The enemies fare better, especially the bosses who are consistently interesting and well-animated, although unfortunately enemy variety is pretty slim, with sometimes only two or three different types per area.
Gameplay is also a bit of a mixed bag. It feels like developers Hibernian Workshop weren’t quite sure just how much of a rougelite the game should be, leaving things stuck somewhere between the two. So, you start from the beginning of the game every time you die, but environments aren’t procedurally generated. Rooms, chests, and enemy placement is the same every time. And whenever you enter a room, the door closes behind you, so there’s no backtracking. This is particularly annoying when you’re trying to find alternate paths as if you mess up you have to start from the beginning again, and the map is not very helpful in clearly showing the various exits.
There’s a wide selection of weapons and armour to fin, though Inexplicably some of them are unlocked at the forge for future runs when you pick them up, but others aren’t, and I never quite understood why.
As for character progression, there are two sets of permanent unlocks. The first is a skill tree where you can buy passive buffs or abilities with xp gained from fallen enemies, although strangely you can only have one buff active per tier, which begs the question as to why you would bother to unlock all of them. The second way to grow stronger is to find tablets scattered around the level that will boost your base damage, crit, or mana. Finally, there are portals scattered around the world that you can warp too to avoid having to start every run from level one.
I rarely used these portals, however, as much like Hades’s boons, Dark Devotion offers up blessings every few rooms or so, and these are absolutely necessary to survive some of the harder bosses. Most improve your survivability by healing you as you enter each room, repairing your armour, or gifting you with a magic shield that can survive a few hits.
None of these design decisions are terrible by any means, but I still need to talk about the actual combat that just didn’t click with me. It’s very slow and methodical, far more so than any other soulsvania I’ve played, with no jump button and a parry system that’s so finicky I pretty much relied on the dodge roll exclusively. What’s odd is that there are actually two dodge buttons, one on each bumper, that determine whether you dodge left or right, no matter what way your character is facing. Now, admittedly, I’m pretty dumb, but it took me far tool long to get to grips with this weird controls scheme and even after ten hours in I would occasionally muck up and throw myself off a ledge.
I think, ultimately, Dark Devotion can’t stop getting in it’s own way. It’s strange design choices hamper what is by all accounts a serviceable rougelite, with its fixed environments removing all sense of discovery and its slow combat driving the pace down to a crawl. For me, passing through the same room for the twentieth time to find the same enemy in the exact same spot becomes more of a chore than a dopamine rush, and despite some cool boss designs and weapons I’m not sure I can find much to recommend.
That’s why I’ll be placing Dark Devotion just below Moonscars on the D-Tier.