![]() "I actually think stress meters are great, and if anything they are anti-stigmatizing," says Tracii Kunkel, a clinical psychologist at the Veteran Affairs Medical Center in Orlando, Florida. The stress meter is a simple, but effective way of showing it's something normal that affects us all. There's nothing wrong with that, but because the game places these disorders alongside "curio" manias and phobias like automatonophobia (fear of false sentient beings), hagiomania (obsession with sainthood) and satanophobia (fear of demons), it's a little troubling. The other side of these quirks, though, is that some are actual conditions like alcoholism, bulimia and claustrophobia, while others hint at illnesses like "egomania" (i.e., narcissistic personality disorder) and "compulsion" (obsessive–compulsive personality disorder). You can "treat" characters between missions to lower stress and cure afflictions and quirks, but do nothing, and the scars left behind seriously affect characters' psyches. Having these meters is a simplistic, but effective way of showing that stress is something normal that affects us all. ![]() ![]() At the end of missions, characters are then given "quirks" by the game, which can be positive or negative depending on how the dungeon crawl went. Each character has a "stress meter" that, when full, hands them some form of "affliction" like paranoia, selfishness or masochism. These dungeons are cruel and trying, and the game recognizes that in its leveling and affliction systems. It's a side-scrolling RPG in which you send a team of four heroes into various dungeons in search of gold and glory, but more importantly, it's an intriguing portrayal of the effects of trauma on the psyche. By all accounts - including our own - Darkest Dungeon is a fantastic game.
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