I finally dipped into Darkest Dungeon for about 6 hours after years of it sitting into my library. I think I would've really enjoyed this back in 2016, but playing it now it feels pretty outdated and like I've outgrown the design concepts here. It doubles down on a lot of what tactical strategy designers have somewhat gotten away from in recent years - treating units as a disposable resource, lots of randomness - huge damage ranges and percentage chances galore, trial and error via information obfuscation, etc.. I think what the real killer is though is that I'm not really finding it super engaging or tense at all - years of playing rougelites and ironman-esque modes since this came out have effectively made permadeath or permanent loss of resources not exciting to me on its own, and yet I feel like that is kind of what the game is banking on.
Also holy shit I cannot imagine trying to play this as a 80-100 hour campaign or whatever it was initially/not on Radiant mode. The amount of classes and depth there is impressive but not even remotely close enough to warrant that playtime from what I've played and read.
I'm interested in seeing what they do with the sequel though.