After what many fans have considered a long wait Darksiders II was finally released this past Tuesday. I took some time to sit down with the sequel to one of my favorite games of 2010 to see if it would live up to my expectations. After completing only the first area of the game I can say, overall, I am not disappointed.
I opted for the PC
version of DSII mainly because it was $10 cheaper than its disc based counter
parts and Steam clearly needs more of my money. That being said, I was disappointed
by what I saw when I started looking through the menu system. This was clearly
just a port of the disc based versions of the game. There are no extra PC
options for graphics or sound, you are presented with an interface clearly
designed for use with a controller. You can turn v-sync on and off, change the
screen resolution and that is about it. The menus in game are just as bad. Using a combination of the shoulder buttons and triggers, navigating
the skill trees, inventory, and map is clunky at best. The character model in the inventory screen is
about as low-rez as you can get, which is disappointing for a game that now
includes loot. Half the fun of having loot is seeing how it looks on your character
and to have to leave the menu to see that is disappointing.
The loot system is a
new addition to the Darksiders franchise. In DSII loot is handled the same as
anyone would expect to see RPG loot handled. There are trash items and then the
standard green, purple, and orange loot levels. The game changes this up a
little with the addition of possessed weapons. Possessed weapons are simply
weapons that can be fed other loot to upgrade their level.With each level the
player can give new abilities to the weapon. This is an interesting way to
change up the standard RPG loot system, making the player choose between just
selling all their extra items for gold and upgrading what they
have is a nice idea. The only problem is this system is not explained in game. I
found myself fumbling through a bit until I figured out exactly what upgrades
did what.
The first Darksiders
was criticized by some as an adult copy of Zelda. Many others thought that was
more a homage than a copy, myself included. Darksiders II continues this theme
but adds the formula significantly. The game layout is still very similar to a Zelda game. There is a
semi-open world to explore with dungeons scattered throughout. This similarity with Zelda games is also shown in in the introduction of bosses at the end of each
dungeon. On top of that Zelda-base the developers did add some of the gameplay mechanics of Prince of Persia. Death is much more
nimble character than War. In DSI most puzzles were solved through brute
force, moving objects around the environment to unlock doors, chests, etc. In
DSII the puzzles all involve where Death needs to get to in the dungeon. During
these puzzles the game is all about platforming, but it is done in a way that
provides the player with immense satisfaction when completed flawlessly. Finally, the combat mechanics are a mix of
Ninja Gaiden, Devil May Cry, and God of War. Death manages to string almost
endless combos together while at the same time dodging incoming attacks with
ease. Personally, I love this style of game play, when mastered it gives the
player a feeling of being invincible if only for brief amounts of time.
Combining these styles
of gameplay makes for an amazingly fun game so far. Vigil has managed to take
just about everything I loved about the first Darksiders, change the character
and the combat and make it even better. The puzzles are challenging in the
right ways where players fail enough that they are not bored but advance with
enough speed that they don’t just put the game down and never return. Even with
the few problems I have with the PC version of the game they do very little to
take away the massive amount of fun that is Darksiders II. The best part is I
am only 7 hours into the game which is at least 25 hours long.
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