Showing posts with label Video Game Review. Show all posts
Showing posts with label Video Game Review. Show all posts

Saturday, March 16, 2013

My Words On:



Story/Plot: Lara Croft never really had a solid background. Underworld tried to shed some light into her past but by then the game had spawned quite a few sequels that perhaps it was getting a bit stale. Then came this game that promised a Lara Croft that we have never seen before: vulnerable, young, and very much NOT the gun trotting femme fatale we have known her to be. Suffice to say, the game wasn't lying at all! The story starts where Lara is aboard a ship named Endurance; their main aspiration is to hit gold! An Adventure! A story to tell! A reality show! A myriad of reasons and different for each crew member. Lara's is to follow on the footsteps of her mentor. Needless to say, shit hits the fan when they decide to embark on a route that had always been considered dangerous to anyone who sails that direction. A terrible storm hits the Endurance sending the crew to the volatile and hostile island where nothing is what it seems.


Lara must use her survival skills to save the people that are left and her closest friends form the peril that this island brings, and believe me, there are PLENTY of danger to be faced left and right for both Lara and her surviving crew. In the hostility within the island, the young adventurer adapts, learns, and gets beat the hell up as well as learning that what was once just a simple science and plain facts becomes obscure when involving a few tomb raiding and such. Needless to say, this paints a much more eloquent picture in the younger years of Lara and at the end, there is a fine line drawn/written as to why, how, and when the Lara we knew these few years took the path she did.

9.5/10

Gameplay: The core of what Tomb Raider used to be were climbing gargantuan statues or mountains, ride a motorcycles and boats, and of course a seldom need to shoot a few thugs or sasquatches. The newly rebooted Tomb Raider doesn't entirely stray away from that notion, at least not entirely. It does that and adding a few flavor on its own. So let's talk about the combat sequence, shall we? Almost immediately, a Tomb Raider follower will be able to feel the difference in Lara's signature weapon. It's no longer the dual wielding guns, it's actually now a bow; the first weapon she acquires and honestly, the best and smoothest weapon in the game(in my humble opinion). This becomes her more prominent and much more effective weapon for the first few levels, and this is one thing I might add with this Tomb Raider, the combat is much more enhanced that stealth is even added into the mix!

Some fights are hell of a lot easier when dealt in a clandestine manner.
For those who are the gun blazing kind of person, there are three other choices that are loud and just as lethal(or for some cases, far more) as Lara's bow. Switching between weapons is an easy task as well and being able to do so on the whim without any hassle is a great thing since there will be more than one occasion where a shotgun is needed for its close range damage rather than a much more long range assault rifle(but again, using extreme example since the assault can still be as useful close range). Certain weapons when upgraded enough do get certain firing variation which again, makes for deadlier fire power as well as adding a bit of a fresher feel for the said weapon.




Quick Time Events are also an addition to Tomb Raider. And why not, right? QTE has gotten popular since the dawn of the the first few games that first had it. Admittedly, some games went overzealous with that notion(RE6) and did it completely wrong, but for Tomb Raider it works quite well. There were many moments of QTE but in regards to combat, some were optional(kill sequence) and some were mandatory. It wasn't a meticulous buttons sequence at all and it wasn't too simple; timing is everything and it added an extra element of fun; shifts the gear a bit instead of just running, cover, and shooting(which on its own was still enjoyable!) And unlike games like Asura's Wrath, failing QTE's will result in death so one has to be on top of the timely button sequencing!

Escape! Escape!


And what is tomb raiding without the climbing aspect? Now unlike previous Tomb Raider games, the climbing forte innuendo of Lara's is not just for the concept of getting to the next part of the a certain tomb so one can either solve a puzzle or plunder... most times Lara has to use her climbing prowess to survive! Now don't get me wrong, there are 'serene' moments of tomb raiding, climbing and solving puzzles or what not, but for the most part, me as Lara is all about getting to the next stable thing to latch on to as everything else seems to fall apart. QTE makes it a bit more exciting as well, and again, the game play on this part is just as refreshed as the combat. It was for sure not a task to dive right into this kind of sequence immediately after some grueling(for Lara of course not for me) shoot out.



Overall, I'd like to say the gameplay made the game. The ambiance of the RPG element being added on to Tomb Raider was for sure beneficial since it gives players to fast travel and redo certain areas! So great job on the gameplay part, Square Enix!

10/10

Graphics: I've always given it to Square in regards to their prowess when it comes to graphics. Tomb Raider isn't going to rob them of such praise since this game is a good looking game! And might I add that young Lara is a good looking damsel... I mean protagonist? So her character design is obviously the main attraction and she is sensational! That being said, everything else was beautiful to look at. Environment that shifted from snow, to wilderness, beautiful landscape to distraught temples on fire, they all did their magic well enough. The character designs were simple enough though, there was nothing too 'out of this world' to say it stood out, but that was the purpose of this game. The oriental theme did justice and the special affect in combat sparked enough that I didn't see odd balls on areas where it didn't need it. Basically, fire looked like fire and Lara looks like a girl.

That's not your Tom Cruise Last Samurai.
The cut scenes of course are beautiful and the in game graphics doesn't deter my appreciation level. So I have no qualms with giving this area a pretty high praise. Where there distortions? Yes. Was it prominent? No. So the final score is justifiable.

9/10

Difficulty: Part of the past Tomb Raider's difficulty level is the fact that there were puzzles that required a bit of attentiveness with the surroundings and being able to judge certain terrain and how to use it as a means to get to point A to point B. Combat was(comparing it to this Tomb Raider, though without it, it can still be said the way I am about to say it) a joke and barely worth mentioning as thought provoking, then the objective of trying to do the side quests to add a bit of flare doesn't really compute as well. This Tomb Raider however has its way to make things coherent, balanced, somewhat challenging, and fun. Now, to be a bit more forward, because Lara can level up and gain a bit more durability and weapons can be updated, the difficulty threshold doesn't entirely have THAT potential to encumber a seasoned gamer.


Players have a mediocre amount of freedom to mediate how their Lara Croft will be when gaining exp; from the get go we have a choice to allow Lara to get more exp and 'parts'(weapon exp) with each kill or each hunt which in turn makes accumulating points much faster. So all in all, combat wise in the default difficulty was not at all that over bearing. Jumping right into the puzzles and such, maybe I was as enamored by this game than the past Tomb Raiders in compared to this one so my patience wasn't as high; though admittedly, this reboot wasn't that difficult. Getting lost in translation wasn't possible because of one thing:


Lara's survival instincts(Spider-Sense). Enemies can be found on a whim with a push of a button, the next available part of a puzzle, and also the next objective. A modern day gaming's 'gamers'101-for dummies' innuendo if you ask me. Amongst other things that makes this game more than sustainable for the casual or the seasoned gamer is that there is an abundance of ammo and arrows everywhere! And like I talked about earlier, using experience to further boost Lara can also apply to gaining more ammos/arrows when looting or what not. There will never be a shortage of ammo; even if one gun or her bow runs out, there are are three other alternate means to kill in terms of long range. Unless one just frivolously goes trigger happy, but there are also environmental factors that could help! Big tip? Using a fire arrow on a barrel filled with gas; does wonders! All in all, fun, and I bet it could be a funner challenge on the harder difficulty! We'll try that later then.

8/10

Voice Acting/Sound: The environment had a very serene tone when just merely 'exploring' the vast surroundings of the hostile island. At the same time when danger is lurking and explosions are serenading Lara, the background music is intense but can be muffled with firearms' bellowing and the cringing sound of an airplane damn near pulverizing the young Tomb Raider. Overall the music doesn't stand out. For me in this day and age, it is hard to get me to really get music to stand out unless it falls under the bar of stellar and breath taking. Tomb Raider's wasn't bad, it wasn't spectacular.


Lara's voice actor did a fine job. Well enough to pay some homage to the sensual accent that the Lara Croft we knew in the past and being able to convey emotions through all the pain and suffering that the young Tomb Raider had to go through was some magnificent acting. The other casts did the job well enough. Nothing spectacular from the others but all in all, I wasn't cringing when someone spoke. The annoying character had the right voice, the crazed antagonist had the sullen and melodramatic tone, the damsel had the right screams muffled or not, the big bulky guy had the proper fluctuation of a man who is out of shape... all in all, it was a little bit above mediocre. Nothing really to patronize or admonish. It was a good crew that played the ambiance right.

8/10

Overall:


I didn't have a high or a low expectation when it came to this game prior. In fact I was a bit ambivalent in regards to EXPECTING disappointment(with the past Tomb Raiders the way they are and the streak that Square Enix have accumulated), or perhaps be enthralled with a brand new take on a franchise that had acquired a reputation for lackluster. Truthfully, the first hour of the game was ecstatic and the ride was nothing short of the word: 'amazing'.  Perhaps this last section I should elaborate more but I think the past few sections would suffice to explain how enamored I am with this game. What they delivered wasn't just a great new game, but it added color to a character who has been around in our gaming world. They gave Lara Croft a humanity in which I thought she had been lacking for so long. While one or two Tomb Raiders of the past were FUN, this one is a great enjoyable game. If this is the route of Tomb Raider, then perhaps it will survive the next generation and more!

Yes, Lara. I gave you praise. Shed some tears for me and come back for another great game and show us more enticing struggle in your future perils to come(~.-)!


9.5/10

Wednesday, January 2, 2013

My Words On:





Story/Plot:  The game is about Commander Shepard's first few endeavors. The time when she uncovered the beacon, became the first Human Specter, met the recognizable faces (Tali, Garrus, Liara, Ashley, Wrex, etc.), discovered about the Reapers and the ongoing eradication of organic life, and of course the first time as the player that we are introduced to the lore of Mass Effect. Since this is the beginning of what becomes to be one of gaming most enamoring Western RPG, the roots it came from deserves no less of a merit for what its sequel accomplished. Any game that goes through half a decade on the making always has its roots, so suffice to say, the first game is indeed noteworthy of a positive appraisal.

10/10

Gameplay: One of the things that I feared about replaying the original Mass Effect is that it won't be as enthralling as ME2 or ME3. So truth to be told, it's not as refined as the last two games. It went through some polishing and A LOT of scrutinizing; it was a heavily RPG based game from battle sequence to dialogue than the last two (especially the third). Looking at it from that angle, it seems as if the developers shaved off the RPG element and made it more of a shooter. While at some aspect, that could be bad, but truth to be told, the gameplay was indeed MUCH better on its final days. As it should be. But the one thing about the first game that is indeed what makes it a bit more fun in my eyes is the fact that IT HAS a HEAVY role playing aspect! Customization was a bit more free, dialogue seems to have more choices (a real feel that you are playing the role as YOU in a Mass Effect world), and then it seems that one REALLY has to know how to partner up and use each character to MAKE up a good team rather than just whoever won't matter as much (aside form insanity levels, putting whoever in your party doesn't have as much weight in the last two games).

Abilities aren't as easy to manage and 'one click use'. One can only map a single power which again, makes the feel a bit more RPG since one has to break the rhythm of shooting, duck and cover kind of ideal. While again, I don't mind that, I would rather still enjoy having three buttons for power usage rather than just one. Implementing actions are a whole heck of a lot more tedious and less fluid, but again, I'm not going to admonish them much since the game was the first adaptation in the series. This same critique of the past goes the same for the cover system! Choosing how to cover or what not was a bit more useful later on and not to mention, squad mates seem to be a bit more keen when it comes to taking cover(in the last two games), shooting, and durability seems to be a bit more dependent on their armor; which HAS to be maintained by the player!

The Mako! This part of the gameplay is a coin toss.
Again, still a fun game. Replay value in my eyes is still off the roof! I won't shun away from the improvements that the next two games made, however, I was still able to step away from that standpoint and appreciate this game on its own even after years and years of being spoiled by 'so much better gameplay'.

8.5/10


Graphics: When analyzing games like this that has already gone through the years in comparison to its more recent sequels, I can't hardly say that it would be fair to judge the aesthetics on today's standards. Mass Effect 3's graphics of course is far superior, but again, that is the present! So suffice to say, at it's time, Mass Effect has a LOT of qualities about it that makes it great visual wise. For its time, it does its justice. Though again, I don't think I can give it proper score so I'll just end it there.

Still a good looking one despite it being a 'back then' graphics.

Not Applicable






Difficulty: The one thing about ME1, the first time around is a bit more relentless on normal compared to the first two. Perhaps its the engineer class that I chose to be, but it seems that enemies are far more of a challenge in the beginning of the game. Of course once I started attaining stronger weapons, better armors, and better upgrades, enemies are easier to take down; going to go through it on Hardcore and see how that feels... But one thing about this game that is a bit more of a strenuous task is the fact that one has to pilot the Mako; now don't get me wrong, at times it had its fun zone or what not, but truth to be told, the amount of time one HAS to spent on that darn thing is rather annoying. Durability isn't exactly its forte and one can discern when playing on much harder difficulties that this damn thing will simply disintegrate with a few shots from Geth Colossus.

Armor and weapon upgrades in the first game makes MUCH more of a prominent affect and the player has to be a bit more prudent when equipping combinations or what not.  Knowing what to equip on all of your squad mates(or at least those you bring into battle) is wise, suffice to say. Armor may have had some sort of factors wether or not battles in the last two would be easier or what not, one can TRULY say that upgrading the installments and putting on armor that may not be aesthetic but strong in attributes is what makes and breaks the game. Having a plethora of 'old' weapons is the norm for Mass Effect, which again, is clutter, but somehow it really makes 'equipment management' fun on it's own right. Again, it gave the whole game an RPG feel far more than the last two as well as having factors to whether or not the game will be tedious or close to a cake walk.

Still haven't really played it on harder levels. Just barely started on it so my opinion in regards to it might be updated later on. 

8/10


Voice/Audio: It's pretty obvious to hear the VA's of Mass Effect at their 'younger days' when voicing their particular character. While I'm not going to take anything from their performance since they were still able to omit emotions, personality, and convincing duress, but what I am trying to point out is that their experience with their characters grew as the years went on. Their caliber is far more enticing when we finally reach the third game. Yet despite the fact that the difference is pretty obvious, seeing the characters again for the 'first time' and hearing the 'speak' is still nostalgia. The game itself still has a plethora of well talented voice actors to say the least.


And while the voice actors still hold a sense of nostalgia for me, the audio still remains as it was to me in the last two games. Not a terrible soundtrack, but again it falls a bit more in mediocre. I won't exactly put down the game because the voice acting and the audio was well into play so suffice to say, there isn't really much to talk about in that department. I am the type of gamer that merely 'hears' the music if it is something REALLY enamoring. Still, the 'world map' or should I say 'galaxy map' tune still brings for a reminisce through the years of 'gap' between the games... 

9/10 

Overall: The experience of Mass Effect in its early days is still as enjoyable as the later games. Honestly, it's a testament that this series is indeed what games should be about in my book. While far from a perfect game with all the obvious modifications in went through, Mass Effect was still the one that paved the road for one of bioware's most hard hitting games. I find myself still wanting to play this game sometime soon just to clean up on my 'road to platinum', but there little easter eggs here and there, the nostalgia, the feeling of being 'reintroduced' to some of the quirky conversations and each character's point of view through certain missions or what not... suffice to say, this game will always hold a special place in my gaming life and it has and it will survive the test of time.



10/10




Monday, December 10, 2012

My Words On:



Story/Plot: Aria had always been a fairly prominent character in many fans' eyes ever since she came on board in ME2. She is a tyrannical figure that ruled Omega. Well, since Cerberus came into power, Omega was taken from her and she is left stranded in the Citadel where in ME3, she spends the majority of the time in between a maudlin tyrant or a rather spiteful one. This DLC taps into Aria's hunger to reclaim her throne and as Shepard, you accompany her through the Universe's hometown for some of the worse that has to be offered; lawless, brutal, and often lack the need for a paragon. Along with the first female Turian that has ever been introduced in the Mass Effect games, Nyreen, you and Aria are in conquest to rid Omega of Cerberus influence before the final hours of the game. With only your experience through the galactic endeavors as the Great Commander Shepard to guide you, Aria's surging biotic power, Nyreen and her under group known as Talon, the fight to Omega is hell on the abysmal reach of space.

Personally, I didn't expect anything different than the plot that was offered to me, so honestly, it delivered. Could have had a twist or so, although at the end there was a slight unexpected turn, but in the grand scheme of things, it's straight forward.

A Female Turian and no Garrus?!

8/10

Gameplay: Not a whole lot changed in this aspect and again, with the praise that ME3 had in regards to its gameplay, of course they didn't need to alter a whole lot. Basically, you are still Shepard in whatever variation you chose to be and you are just shooting your way through a barrage of Cerberus while at the same time keeping in mind that there will be time limits, health bars of partner, so on and so on.

A drone not to be taken lightly unlike their predecessors!
Omega's DLC also added in two new enemies in the form of altered Drones and lab rat Reapers. They made portions of the game a bit more challenging whenever they showed up; using my full biotic female Shepard, it was for sure different than being my Vanguard. The other one I speak of is some sort of Reaper/ Cerberus experiment that the female Turian, Nyreen had a debacle over. I guess out of the gameplay aspect, they wanted to add a bit of struggle within the fresh new character (and fresh gender, I say) when it comes to these Adjutants; though they are hardly interesting in battle aside from the technique of pouncing so graciously towards you, which was a pain in the butt!


The choices in dialogue in regards to paragon and renegade still existed, though the 'QTE' was barely existent throughout the whole game. People's complaints about 'their choices no having any significant weight' for sure is more prominent in this DLC. I would discern that certain events are bound to happen regardless of the certain action, though I would like to try it again once I regain composure to delve into this DLC in the near future.

With the additional content still adhering to the main game's success through the gameplay, one could capsulize as to why I chose the rating I did with this. While missing a few elemental aspects, I won't resolve into maximizing such qualms because the DLC is in a much smaller content in contrast to the main game so certain things HAD to be subtracted (My Words On: ME3).

10/10

Missed Opportunities: Mass Effect 3 still has a lingering black eye from the really terse ending that they came up with when the game first came out. Sadly it's a potent stigmata that they could never be rid of, and they lost a lot of fan base because of it. Now while I think it's rather asinine to just leave a game just because of the result of the last 15 minutes (though I do understand the idea of the ending debacle) especially when there were efforts made to rectify, I also believe that Mass Effect 3's additional and not free content has to have a VERY gripping product! I'm not entirely sure WHAT could've been added in to ME3's Omega to make it THAT much better, I do believe that a mere 2-3 hours for the price that was asked, well... that was rather underhanded. 

"More Content! Or I KILL YOU!"
But then again I am speaking rhetorically because all DLC's should have some sort of justice in them in regards to length reciprocating the price. Some contents like Leviathan(My Words on Leviathan) should have been part of the game while Omega is a give or take. Also to echo the flaws in Leviathan, I think there should been additional armor that comes with taking Omega, but sadly, not so much. 


Overall: I enjoyed the DLC, but it wasn't ME3 enamoring. I bought it and it took me several days to actually delve into it so that says something. I would recommend this content to anyone who is a die hard Mass Effect Fan like myself. As one can probably tell, I am a very enthusiastic fan in regards to this franchise, however I am still a bit disturbed by the price in regards to the length. But oh well, I don't learn my lesson and I keep buying, and that's okay. As long as in the end I had some sort of enjoyment out of it, then the money was well spent. Though I was hoping there was more fresh take on the short-lived female Turian Nyreen... sadly...


8.5/10

Thursday, October 25, 2012

My Current Thoughts on...


Ada Wong... the only real reason why I am holding on to this game...

The plot are all so convoluted, abhorrently executed, cinematic 'drama' renders what used to be respectable characters into non responsive idiots, gameplay fluctuates from fast paced to trying hard to imitate many aspects of other successful games... The game itself suffers from the camera aspect...

I just reached a point where my endurance for this game ran dry.

Perhaps I'll try again. Perserverernce after all is a well placed tool if one can muster all its positive traits... however how long do I have to sit here until I am depleted o all patience?

When is the fine line between faith and asinine?

Ada... You might have to wait....

Ada Right away... May be too late though...

One can fathom...

Monday, September 10, 2012

My Words On:



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.

Demon...
...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.


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.

Melee with his scythes.
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.

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.

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.

From hell....
...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. 

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


Who is next on the spotlight? The girl maybe?