![]() Naturally, things are never that simple and Darksiders II uses its substantial play time to delve into the origins of the Horsemen, the Nephilim race (the offspring of angels and demons), their first violent act for the Charred Council, and the consequences of that event on the universe.Įxposition-heavy cutscenes are narrated by the Crowfather and the multitude of NPCs you meet on your journey give plenty insight into the workings of the Darksiders universe. He sets out, unsanctioned, to find the Keeper of Secrets, the Crowfather, to seek a way to restore humanity. You wouldn’t think it from the name, but Death is by far the most interesting and likeable of the four horsemen dedicated to his siblings and untrusting of the Charred Council they’re meant to serve. He’s certain of his brother’s innocence and sets out on a quest to absolve his supposed crimes by finding a way to resurrect humanity. Set some time after the prologue sequence in Darksiders - with War imprisoned by the Charred Council for triggering the apocalypse prematurely and humanity all but extinct - we take control of the eldest horseman, Death. ![]() That said, Darksiders II still does more right than it does wrong, demonstrating lofty ambitions, even if they would never be fully realised.ĭarksiders II is not a direct sequel, rather running parallel to the events of the first game, with the conclusion tying into the final moments of the first game. The opening two acts are sprawling, balanced, and packed full of activities whereas the final two acts are considerably shorter, easier, and rush you into an anticlimactic boss battle. THQ was four months away from filing for bankruptcy, budget cuts affected the development of the game, and these are clearly visible in its structure. Released in August 2012, developed by Vigil Games, and Published by THQ, Darksiders II is - even in my biased opinion - a hot mess. As someone who never played any Zelda games, I loved how the original Darksiders turned out, but then Darksiders II came along to surpass it. They expanded the scope of the narrative, the size of the world you explore, the number of unique dungeons to tackle, added plenty of optional content, and then crammed in even more mechanics from other genres. Contrary to my expectations, Vigil Games took the approach of “bigger is better”. ![]() ![]() The original Darksiders was frequently criticised for piecing together its core gameplay from the best bits of other games and I was certain Darksiders II would strive to define its own unique identity. ![]()
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