FOR BETTER:
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Darksiders 2 is an impressive follow up to THQ and Vigil's apocaplyptic journey. Even if you never played the original, don't have any reservations about picking up the sequel. Death is an extraordinary character: well-acted, well-animated, enigmatic and engaging.
In this installment we take on the guise of War's brother Death, one of the four horsemen, who has undertaken a quest to absolve his brother from the punishment of the Charred Council for destroying humanity. Realizing that his brother had been framed, Death vows to do whatever is necessary to restore the balance between angels and demons.
Like its predecessor, Darksiders 2 does an EXTRAORDINARY job of pulling concepts from other licenses and making them feel original within a common theme (the battle between Heaven and Hell at the End of Days). This time around the primary draw is Ubisoft's 2008 Prince of Persia. Death will perform wall runs, extended climbs and other free-running tactics that are visually identical to the unnamed Prince. Yet despite references to other genres and titles (Portal, Shadows of the Damned, Legend of Zelda, God of War, Devil May Cry, etc.) Darksiders 2 manages to move beyond the driving concepts to deliver a wholly unique experience. From background art, puzzle implementation and narrative framework - Darksiders 2 manages to mold its own identity by successfully working RPG elements into a visually striking hack-and-slash world.
This time around Death can choose between his primary weapon (scythes) set to the [] button, and a secondary weapon (armblades, gauntlets, hammers, axes, glaives, and claws) which is set to the /\ button. Attack combinations can be purchased by trainers, and are easy to execute during battle. Although most sequences are little more than a mix of both buttons with pauses between inputs, the simple commands belie Death's flashy and intense moveset. There are an extraordinary number of different weapons to find, each with their own perks (damage types, stat bonuses, exp. increases etc.) that can radically change your playing style. In addition, these weapons are found based upon your character's current level and come in increasing rarity: white - common, green - uncommon, blue - rare, purple - unique, and gold - legendary. The most interesting addition are "possessed weapons" which can be upgraded by "feeding" other items to them. These weapons can be enhanced a set number of times before reaching their maximum potential by taking on the attributes of the weapons and armor that are fed to them. With each new progression you have the option to choose a perk that will subsequently improve with further item leveling. In most cases a fully upgraded possessed weapon will be better than a similar level unique or rare one. In all cases combat is visceral, fast paced and exciting.
Armor is likewise found in differing rarities, although there are no legendary or possessed pieces of armor. Based upon the attributes you use with your playing style, your version of Death may greatly vary from your friend's. Both weapons and armor can also drastically improve the effectiveness of skills chosen from the Harbinger and Necromancer skill trees. Although the diversity is not as great as in a game like Dragon Age - it is still enough to keep your character evolving throughout the duration of your playthrough. The best part is that the demon merchant Vulgrim can respec your character for a very low fee, so you can try any other skill combinations at your leisure.
FOR WORSE:
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Despite all of my praises, Darksiders 2 is not without faults. It pains me to list them, because I TRULY LOVE the direction of the game. The real problem that keeps it from becoming a masterpiece is overambition and not enough time to see it through. Darksiders 2 makes multiple trade-offs from the original and unfortunately not always for the better.
Graphically the sequel takes a hit in texturing and even character modeling. Things are not quite as smooth as the first time around, and you will notice some "near-polygonal" edges on some of the characters. When swimming or in confined areas walls look bland and occasionally dip to PS2 quality. Fortunately this is not the norm, and most vistas are gorgeous and stunning. Despite some pixellation when viewing further draw distances, the artistic design and bold coloration of the sequel TRULY save the day.
When I first started playing Darksiders 2 I was blown away by the sweeping orchestral movement and striking vista of a foreboding icy fortress. In retrospect, I feel this cathartic moment at the game's onset might have set the bar a little "too" high for the rest of the game. After 35 hours, I can safely say that both the narrative and bosses take a back-seat to those in Darksiders 1. All too often the story is revealed via comic book style cutscenes, rather than full out CGI. There are also not very many moments that ramp up emotionally or deliver sweeping orchestral keynotes like the first game. Although there is an attempt to tie in to War's tale, Death's episodic journey also seems to be much more flash and less substance. He has relatively clear motivations for why he is going somewhere, but the enemies and challenges he faces are more often typical RPG fare than the "ultimate battles" faced by his brother. Prepare for a lot of fetch quests set between largely open areas (Unlimited quick travel saves the day!). There are also more dungeons, but less differentiation between areas in a similar zone. Dungeons are also MUCH smaller, and require less coordination or logic when choosing between various tools. In addition, because of the revamped combat system the enemies and bosses are more like those found in God of War/Devil May Cry than Legend of Zelda. These are no longer "puzzle bosses," but more hack-and-slash.
Yet most of these issues are a matter of creative opinion, if not the results of time constraints. The real commonplace issues are the small bugs and technical flaws you will find along the way. I had to hard restart my PS3 8 times while playing Darksiders 2. Several of these were due to complete freezes during combat or platforming, but even worse were the several "almost" game-breaking glitches. Thank God the developers had the intelligence to insert fail-safes when a save was reloaded from initial start-up.
1.)I had a NPC who was supposed to carry a heartstone for me get stuck on a door, and I could not get him to pick it up until I restarted the system. Thankfully it reset the heartstone to a point where I only had to complete a small portion of the dungeon, and the character did not get stuck again.
2.)I had the audio completely cut out when speaking to the Lord of Bone. I had to do a hard restart and erase my dungeon waypoints to get it to trigger properly.
3.)I completed several Forge Land dungeons later in the game and was not able to recover a special item required for an earlier quest.
4.)A contextual button that was supposed to appear and allow me to place a lantern on a statue would not trigger. This was the first time said puzzle was used. Thankfully, I understood the level design and realized that something was supposed to happen here. The button prompt allowing me to progress through the dungeon only appeared after shutting down and restarting the PS3.
5.)One of the primary bosses known as "the Wailing Host" froze mid-strike for about 20 seconds with its health bar half depleted. During this time Death was still able to circle around the battle arena and attack as normal (further reducing the boss's health bar). However, the boss became invincible after the temporary freeze and would not die when its health reached zero. This is because the battle is actually punctuated by several button prompt actions that were not triggered after the glitch. This was the only major glitch that inexplicably resolved itself without having to fully restart the PS3, BUT I had to restart the boss battle from a checkpoint three times before it was fixed.
NO GAME MANUAL:
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THQ also decided to cut down on cost by NOT including a physical game manual. They didn't even include an in-game manual like the one in Kingdoms of Amalur: Reckoning. Instead, they give you a web address for finding the contents online. This wouldn't be a terrible problem, but many of the finer details regarding collectables, locating/setting quests, and the HUD are not directly explained. Be prepared to do a few internet searches before fully understanding the game.
TIL DEATH DO US PART (Summary):
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I wish Darksiders 2 had more CGI, better music, a more focused narrative and more/bigger boss battles. Yet when all is said and done it is still an EXCELLENT addition to the franchise. I feel that the pressure to release the game by mid-August after an initial delay hampered the artistic and technical design of the game. THQ's president even released a statement saying two things:
1.)The game had to release this summer because he felt it could not compete with games like Assassin's Creed 3 and Call of Duty. Obviously this drove the decision to cut out the more difficult to develop aspects like full CGI.
2.)If Darksiders 2 fails to perform up to sales expectations, he will reallocate all of Vigil's staff to other games, effectively ending the series before it really had a chance to take off.
So, Death's journey may not be a perfect one. It might not even be quite as good as his brother's before him. HOWEVER, it is still a journey worth taking in every sense.
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