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Darksiders didn't have a particularly intelligent plotline either, but it's not the sequel's absurdity that's the problem, but rather the simple fact that its writers don't seem to care about making it intelligible. The first evidence of this problem emerges from the story itself, which is an absolute train wreck. The original Darksiders was also highly derivative, borrowing from many different franchises, but there's something fundamentally different between Darksiders II and its predecessor, and it's that intangible quality that makes the difference. In its attempt to create The Ultimate Game, lifting the best mechanics from virtually every well-known, successful franchise of the last five years, it loses its soul, so to speak.
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The problem, it seems, is that Darksiders II just doesn't have an identity of its own. It's a well-oiled machine, yes, but it's a machine. Something about it feels inorganic, as if it were designed by committee. In the end, the problem isn't the mechanics themselves, but rather the entirety of the package. Indeed, this is some of the best level design you can find in a video game.Īnd yet that off-putting feeling is still there. Though they're rarely tricky to complete, they add yet another facet to the gameplay, especially when they intermingle with the puzzles. On top of that, the levels are littered with Prince of Persia style platforming challenges. Many puzzles require surprisingly outside-the-box thinking, and regularly use multiple tools in conjunction for unique and unusual purposes. Again, Darksiders II improves tremendously over the first, with expansive dungeons featuring brain-bending puzzles and an ingenious use of the tools at Death's disposal. The level design certainly isn't the problem either.
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The designers couldn't figure out how to make Death any more badass. This feature in particular stands out as one of the most intriguing, as the possessed weapons can draw on the special attributes of whatever they eat, allowing players to pick and choose which enchantments they want to have in effect. Players will have much more control over Death's growth than they did with War, and they can even create completely customizable weapons by feeding unwanted equipment to special possessed ones. His combat style is more fluid and fast-paced than War's, and is very similar to Kratos of God of War.ĭarksiders II takes things several steps farther towards the RPG genre by including levels and experience, two skill trees that can be invested in, and a full-fledged Diablo style loot system, without sacrificing the Zelda inspired dungeon delving and puzzle solving. During combat, he can make use of both weapons interchangeably to string together combos, while simultaneously dodging attacks, utilizing several different available tools, and launching powerful wrath skills. Death can wield two weapons in combat, his always-useful scythe, which he splits into two separate sickles for rapid attacking, and a secondary weapon that can be chosen from any number of types - hammers, maces, gauntlets, claws, glaives, and others. Another of the Horsemen of the Apocalypse, his journey runs parallel to that of his brother as he tries to redeem him by resurrecting the now extinct mankind. In the sequel, players take on the role of Death, brother to War, the protagonist from the first game. In fact, Darksiders II improves on the original in nearly every way. The mechanics are definitely not the problem. And yet, despite having everything I would normally enjoy in an RPG, I just found myself wanting it to be over. Apart from a bit of a screen-tearing problem and some spotty platforming controls, it's mechanically and technically sound. For all intents and purposes, Darksiders II is a fantastic game finely crafted and meticulously polished until every last cog and gear fits neatly into place. There's something not quite right about Darksiders II.Īs I've been playing the game over the past three days, my mind has been trying to coalesce exactly what it is that seems off.