Summary: Every now and then, a game comes along that seems to have the right stuff -- it's got an unforgettable visual style, a quality studio, a respectable marketing budget, and the kind of gameplay that should go over damn well with a crowd. Every now and then, a game can have all that and just be unlucky. Darksiders was one such game.
Excerpt: Darksiders II has the same visual style set in the first game, but takes the player into a much more vast and interesting set of locations. These areas are as different as the lush greenery of thick forests to vast open deserts to frozen fjords and lava-filled caverns. While the settings in the game are widely different though, they still maintain that same feel that was set in the first game.
Conclusion: Qu'on ait joué ou pas à toutes les œuvres dont les créateurs de Darksiders se sont visiblement inspirés pour leur titre, on prendra son pied à diriger un cavalier de l'Apocalypse qui devrait, tout comme nous, être ravi d'avoir autant de situations périlleuses et passionnantes à surmonter.
Pros: Un cocktail prenant et dynamique, Son et graphisme au poil, On n'a pas vraiment l'occasion de s'ennuyer
Cons: Ne renouvelle pas grand chose ?, Des finishes répétitifs, Quêtes annexes pas vraiment au rendez-vous
Excerpt: If the opening hours of Darksiders II confuse you, well, I honestly don't blame you. An ice palace? A big forest filled with monsters? Loot? There's a lot going on and it's all especially confusing because, when we left off, all the angels and demons were on the brink of another fresh betrayal-spurred conflict on our post-apocalyptic planet, all while being accompanied by a stirring orchestral accompaniment. But none of that has actually happened yet.
Excerpt: Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different. The good poet welds his theft into a whole of feeling which is unique, utterly different than that from which it is torn. —TS Eliot The original Darksiders (DS) may have been an unabashed pastiche of many gaming classics, but it was nonetheless loved by both critics and gamers alike.
Conclusion: Death undoubtedly represents the best of Darksiders so far. Vigil has worked hard on a game that, in all honestly, I don't want to spoil. In the epic journey across many lands, plenty of interesting characters are met, and titbits revealed. It's the type of game that is best experienced, which is arguably a huge compliment in itself. What I will say is, Vigil is on to a winner here. By bringing together a host of old-school mechanics, something oddly fresh is created.
Summary: More than just a "dark Zelda." Darksiders II is an expansive journey with deeper RPG elements and a more badass protagonist than its predecessor, and still retains the action roots that make the games in the series so enjoyable on a moment-to-moment basis.
Pros: Death meshes perfectly with the Darksiders world, New RPG mechanics are welcome, Vivid art design
Cons: Combat can occasionally be repetitive, Some underwhelming boss battles, Tedious camera at times