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These effects matter for both your team and the enemy's, as the returning system of four ranks for hero and enemy positions dictates how a character fights. The combat design is also a step up, with many powers and abilities distilled into a system of handy status tokens to gain and exploit, such as bleed, blight, weakened, dodging, and guarding, among others. Brilliant narration and stiff yet surprisingly expressive animation make it easy to be drawn into its vague but tantalizing world, though the end feels artificially out of reach. Darkest Dungeon is a grim and merciless tactical strategy game whose great tension comes from its many layers of complexity, unpredictable randomization, and willingness to put our fragile characters in mortal danger if we dare to venture into its depths in search of treasure and glory. I end with reflections on the implications of these cases for any claims for universalising the twenty-first century’s processes of urbanisation and urbanism across the planet. I use case studies from Dakar and Zanzibar to examine the production of what Chinese urbanists detail as a ‘village’ in the city, on the edge of the city, and in the suburbs over the last half-century and the complexities and comparability of urbanisation processes in these settings. I propose the possibilities of urban comparativism built from theories and conceptualisations that emerge from the global South and that can be utilised to compare non-Western cities’ urbanisation processes. I argue that urbanisation in Africa, largely absent from Lefebvre’s works, presents new twists that are better understood from outside a Eurocentric framework. I engage and critique selected relevant urban thought from the Globalization and World Cities research group, from Henri Lefebvre and from the new wave of urban theorisation inspired by Lefebvre’s (1970) idea of ‘complete, planetary urbanisation’. This paper works to address what I consider the enduring ‘Africa problem’ in global urban theory. |
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