Story/Plot: The game takes place at the same time the first Darksiders was happening. So while War strived to clear his name on Earth, Death was off to another realm trying to undo the extinction of man. On this same note, the player is given a bit of light (and I mean a bit!) to the Horsemen's past and a bit on how they came to be. The most powerful horsemen himself, Death, had plenty of spotlight to share in their archaic past. His means of slaying comrades in arms for the sake of the Councils' orders becomes a burden that he carries throughout the whole game and many entities, Angels and Demons alike admonished or praised him for the many that had been slain in his scythes. Of course throughout the whole time, Death is often reminded of his mission to clear his brother's name and he seems to have very little, to no qualms in keeping that goal in mind.
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Demon... |
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...Or Angel, many knows the name of Death. |
While the game itself has a pretty interesting concept that could delve into many aspects of myths and theology, it is still hardly executed in a way that a player can really feel Death in his endeavors.. Death on his own is the harvester of souls so one can fathom that emotions are absent in his being, but the game decides to give him a bit more personality and sometimes the nature of his namesake and his task and the inner struggle the story decides to paint on him becomes an oxymoron; one that doesn't even bode well to mix when trying to convey a story with 'inner demons' and the need for redemption.
Now while in the grand scheme of things the game doesn't exactly have a terrible story. In fact as a person who had always been enamored with the Angels and Demons' means of constantly waging war with each other and somewhere along the lines the humans get the strife of their swords crossing, I do want to say that there is some bias adhering to this. The 'chapter' summary or even the story telling somewhere in between is in fact more than interesting and adds flare however, to me Darksiders I had more ring to it since I did like War better. That and I felt his emotion truly fit him and his persona was indeed more than adequate. There were more than enough times I found myself less caring for the story and wanted to get on with some fighting because of how bland or how inept Death's persona can be. So with that, I present my judgement on this said game.
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It was an interesting story; glad they continued it with homage! |
7/10
Gameplay: I will always have a place in my gaming heart when it comes to 'hack and slash' type games. They are simple at most times and they offer a plethora of rewards for cutting down the masses that frivolously attack with no sense of real good plan. So I might be just sprouting up my experience from a certain game/s that fit that genre (may I say the Koei brand and their MANY manifestations of Dynasty Warriors?) since Darksiders II does offer something like that; but it is pretty clear that it has more to the core that simple and mindless button mashing, and no, I'm not just simply saying that because it has the other elements of an RPG, not at all. On the simple statement, even in essence of the fighting, Darksiders can get deep.
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Melee with his scythes. |
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Long range with the gun. |
Deep in terms that there is a seamless transitions between using all of Death's capability. Truth to be told from the way I remember the first game with War, his brother Death has the same 'set of moves'. The traditional, strong but swift main weapon (War being his sword, Death being the scythes), and the strong button that is more giving in terms of customization. Then in terms of long range, Death is also given a gun like War and all at the same time the possibility of 'magic' and special abilities are also within the player's whim as long as one has the mp for it.So for the most part, Death is covered in the wide arrays of weaponry. And if that isn't enough, Death's ultimate 'Grim Reaper' form (one that he uses so exuberantly in cut scenes) also adds to the arsenal; of course such a strong and potent move requires building up.
Evasion tactics are also at play as well as abilities that help boost defense or offensive status. So in the avenue of combat, the player has plenty of choices on how s/he wants to use the Pale Rider. One can even choose how Death can be in the abilities' department for it's customizable how one chooses to built up his skill. One can pretty much be a potent 'magic/necromancer' or be more of a melee, up close 'warrior/harbringer' kind. The skill tree is on the player's choice as well which means fighting in Darksiders II can be all about the player's style.
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Climbing, an inextricable part of every world. |
Now in the first Darksiders, part of what 'brought the game down' for some is the fact that there is myriad of puzzles left and right to be solved. One moment it's all about hacking and slashing, a boss fight or what not, the next would be a puzzle to be solved that can take double the time of the battle. Now for the most part, Darksiders paid homage on that side as well, but just less tedious; in my opinion, less demanding. I won't admonish the game for trying to add another element aside from combat, however if that is the more prominent part, which is what War's game felt like, then I can't really give it my full 'love'. But there is one thing in Death's game that seemed to be everywhere... climbing. Now I know War had to do that here and there but I don't' recall it being as often as Death. Truthfully, it was fun at times, other, I just felt like moving on. Nonetheless, it wasn't too intricate that it hindered process in the game.
So gameplay, Darksiders II doesn't fall short to my expectation. It could have felt a bit more distinguishable than the first, but hey, it didn't die out in entertainment as the protagonist's namesake.
9/10
Graphics: There is something to say about a game that makes no effort to add the gore that a genre and a mood like this MIGHT require but still succeeds in pleasing the visage in its own way. Darksiders 2, much like its predecessor kept the vibe of this comic and medieval aesthetics along with the theological mood all around it. As I dig into the characters that are lively and filled with exuberance from their own respected myth, one can discern that these are not your saintly Angels and Demons.
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The creativity of this certain Angel and the whole aura within his realm... |
While the Angels hold to some of their Angelic and rather Holy aesthetics, they are still well depicted as being warriors on their own right; each of their magnificence is thought out to fit the ever so devious world. The demons held true to their more aggressive and sinful nature and can even live up to the stereo type with horns and such, but they themselves are given more of an aggressive tone. And these are just two examples of the breeds that do exists in the game, the others hold the same art that holds deep in respect in regards to their race. There isn't too many of them however what they do have brings forth good nature and very good impression.
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From hell.... |
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...To Greenery.
Now the environment and the various change in the visuals all around does elicit a very good impression as well for the drastic changes and the details that goes with them adds the feel of the intended world. Deaths' journey takes him in various corners of the fantasy world and one can only indulge the dynamic difference every time an introduction of a world is given. Again there aren't TOO many, but there is enough to gawk at. The ones that really remains prominent in regards to contrast and elegant (on their own right) details are the Forge Lands and the Shadow Realm. Both really enamoring whether trying to convey the greenery and the colossal stone creatures, or perhaps just trying to bring light into the more vehement scorching planes when roaming about where the demons supposedly lurk. I just think there was plenty of thought put into it and the art conveyed through all of Death's endeavor.
The chapter summaries and the 'cut scenes' may not be the most intricate form there is, but it does serve a purpose to further elaborate on the theme of this game. There is a dark and brooding nature to the way it is told through the narrator and the art behind the voice more than adequately captivates the way it is being told. Again the art isn't the most elaborate in detail, but I think it's trying to capture a different sort of detail; the contrast of light and shadow is for sure the aim of every 'Cut scene' and to me it does a fantastic job to tie in with the rest of the game and its nature to be gloom and morbid one moment to vibrant and 'holy' the next.
In essence everything about Darksiders II is beautifully correct. Like I had mentioned, it wasn't trying too hard to be extremely dark, but at the same time it wasn't exactly your next Kingdom Hearts. It held true to the art of what made Darksiders be a stand alone game. In fact if my memory serves me right it didn't jump TOO high from graphics, which again is no qualms to me. The game served a purpose visually, there weren't enough glitch to notice, the worlds I entered are convincing, and to top it off, the images on cut scenes are inspiring on its own way. So scoring it the way I do fits for me.
9/10
Difficulty: The game itself can be relentless I'll open the statement with that. Now I'm not going to be the one to admonish this game and subtract points from it because of the challenge. My opinion on gaming these days is that it needs more challenge. Now it can't be Demons' Souls caliber all the time, but a bit more of a work and the need to actually practice certain methods of the gameplay to help it be an actual game could suffice. And I can fathom that if I continued to play the game on the difficulty of 'hard', I probably would not have been done with it right now.
The first major boss, the gargantuan Corrupt Guardian in which really involved Death's Horse, Despair, offered not SO much of an intricate boss battle, but the fact that the damage it dished it far exceeded my patience at the given time. Suffice to say I didn't want to really accumulate efforts and time for too long on the first major boss; that and I was just getting the full feel of the game so I had to step down to normal.
Going through the rest of the game even in normal still offered some challenges; not excruciating mind you, but enough to make it not so much of a hack and slash. And while some levels even in normal are relentless, the amount of weapons that helps Death's offensive stats increase, the ability to upgrade Death's skills, and the armor choices giving Death more defense, the chances for survival are a bit more even. Of course gaining the repetition and the proper knowledge on how to use Death, one can make this game challenging and entertaining.
Puzzles didn't hold the same exuberance as it did in the first Darksiders so going through it may still have some thinking and analyzing required, but in my experience in this game, give it a rest and come back to it after a few hours or a full night's rest and one can weave through the enigma with more vigor. So needless to say, this game isn't a pushover, and it is exactly what the gamer wants it to be. Again, no Demons' Souls, but not exactly something we can adhere with some games out there that are too much on the 'gamer friendly' side.
9/10
Voice Acting/ Audio: Digging into Darksiders' VA doesn't necessarily uplift the game but it doesn't do it ill either. In fact, just like the first game, it actually works quite well. While it lacks a real outstanding voice, one can only chuckle at Death's more than lively persona and his voice actually fits his more often than not condescending attitude. Voices of other characters also found themselves a fitting tone; beings that would seem to have a deep voice have them, while sentient creatures that would seemingly own a coarse and non human tone also seem to get their justice. To put it simply, the voice concurs with the visage of the game. Nothing in the area of voice acting really puts a damper in my point of view.
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Death and Humor? The voice plays that oxymoron quite well. |
As for the audible affects as well as the background music, the game doesn't fall short. The noises creature makes does a fine job to really convey an out of this world beast. Their bellows, grunts, and even 'voices' does wonders with them. The special effects and the sound that derives from them makes a good final product so in that area, there is no complaint. The one thing I would like to point out is that Darksiders II does magic once again with fitting the BGM with the art of the game. Worlds that would seem to have that very majestic but serene music does, areas that are desolate and bleak would have that somber and very vile music playing, while boss battles does are given that epic feel that further enhances the need to really get into the fighting mood.
Voices held their own, background music had a very concurring mood, sound effects added to the flare of gameplay, I'd say this was a good area of the game. However there isn't much to say in regards to something within the sound that elicits a major aura of praise, but as I mentioned earlier, I'm not going to complain about it. Not the trophy giving part, but for sure it won't be the one to bring this game down!
9/10
Overall: I enjoyed the game for the most part. One things I abhorred about the first are for the most part reduced (the puzzles pretty much) while the elements that made War's story and endeavors interesting are kept in. One thing I would say is that the story is still one of those mediocre at best but possibly leading up to something critical. As to what critical that could be, one can only fathom. There are two Horsemen left that are barely scathed in the story, so will there be a 3rd and 4th installation? Will the next two live up to it? One thing for certain, while I give this game a generous and rightful score (in my opinion), if the next game/s doesn't offer a much more distinguishable difference, then my score on that said game may not be like this. But who knows? I might enjoy it just the same.
8.5/10
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Who is next on the spotlight? The girl maybe? |
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