Showing posts with label Darksiders. Show all posts
Showing posts with label Darksiders. Show all posts

Feb 1, 2010

The Legend Of War -- Darksiders Review

To say that the combat in Darksiders is much like that of God of War and its dungeon design is a near-facsimile of modern Legend of Zelda games would be a fairly accurate description, but there is much more to this game than only simple analogies. Although very little is truly original about Darksiders, the final product carves out its own unique identity by successfully combining, and in many cases refining, the elements of all the works from which it borrows, and the amalgamation of gameplay mechanics in Vigil Games' debut title is a near-perfect love letter to gaming enthusiasts.

Darksiders is a tale about War, one of the Four Horsemen of the Apocalypse, and on top of its mostly borrowed game design, it also takes creative license with the stories and characters found in Abrahamic mythology. In Darksiders, War's goal is to serve the Charred Council and restore the balance between heaven and hell, at the same time exacting revenge on those who have prematurely ignited an earthly "Endwar" and set him up to take the fall for that treachery. The story is a bit hard to follow at first because it throws so many names and events at the player at once, so it is not unlikely that one will find him- or herself cluelessly wandering forward until more is revealed and key plot points are clarified. Then again, story is not the primary appeal of this game -- it is all about gameplay: combat, character enhancement, puzzles, etc.

Darksiders

Darksiders features an excellent system by which War's power builds over the course of his journey. Shopping with the demon Vulgrim unlocks new abilities and combat maneuvers as War progresses, defeating enemies and collecting their souls for use as currency. This makes combat an ever-complexifying and increasingly enjoyable aspect of the game, especially as new weapons are earned, doubling and tripling War's attack options and turning battles into almost artistic exercises in stringing together as many different attacks as possible and vanquishing foes in efficient, yet stylish ways. A problem with going this route, however, is that in order to compound combat skills, the system must be overly simple to begin with... and it is. Early in the game, mashing the X button is just about the only option, aside from a single Wrath Power, and battling many of the same opponents feels a bit mundane. Unfortunately, in the explosive and action-packed opening scene, Vigil does not offer a glimpse at War's full strength, so the player is never fully aware of what goodies to expect later on, even though what awaits is ultimately enjoyable angel- and demon-slaying.

For all of its high-energy combat, button-prompted kill animations, mythologically dark, yet colorful enemy design, dramatic cutscenes, huge bosses, and varied, hellish environments, all on an epic scale, Darksiders is not the God of War clone these aspects might suggest, particularly in its overall structure. Like Zelda games, Darksiders is organized into self-contained "dungeon" areas where War must navigate rooms and defeat enemies on his way to that location's final guardian. In each of these unique, themed areas, War will find rooms that remain sealed until all enemies have been defeated, locked doors that are only passable after finding keys hidden elsewhere in treasure chests, and environmental puzzles ranging from connect-the-dots simplicity to genuine thought provocation and clever design. There are even maps and hoardseekers (like Zelda's compass, these note the locations of treasures on the map) tucked away in more chests, and special items such as a boomerang blade and grappling chain (hookshot, to Zelda fans) to find within each dungeon. These areas, as well as the more central parts of the game world, feature open layouts that unfold and allow further access as play progresses and War acquires new items and abilities. And although the dungeon design occasionally lends itself to backtracking, for the most part the game leaves the player just where it should when a new way forward becomes accessible, successfully making his or her gamer-sense tingle with approval.

Darksiders

Darksiders, in blending these two well-established videogame formulas, improves upon some of the weaker components of each, but at the same time creates new and noticeable shortcomings of its own. In focusing so much on great core gameplay, Vigil has crafted a world that is arguably too light on non-player character interaction, but does not convey a sense of isolation or desperation, either. The result is that the game world simply feels depopulated -- like it is missing something. It does reinforce the idea that this is purely a gamer's game, but maybe the world would feel richer with something more than hordes of enemies and strongholds full of puzzles. Even the overwhelmingly satisfying combat has a few minor issues. Blocking enemy attacks is less fluid than one might hope; War must stand perfectly still in order to successfully block incoming blows, and he cannot cancel out of his own attacks to defend himself. And when it comes to finishing foes off, players will undoubtedly love the kill animations, but repeating the same motions with enemy after enemy loses its appeal. It would be nice if there were a little more variety than the one-animation-per-enemy-type thing Darksiders has going on.

In the end, any complaints about Vigil Games' first outing are far outweighed by the reasons to praise it. If for no other reason than its ability to seamlessly fuse the best aspects of two great formulas, Darksiders is a triumph in game design, a platform to build upon (the ending hints at a sequel!), and something everyone who truly loves video games should try, because you'll likely love it.

Jan 19, 2009

The Count | Top 5 Anticipated Original Games Of 2009

GamerNode - The "Top X Anticipated Games of 20XX" has become an annual requirement for just about everyone in videogame journalism nowadays; this article proves that I am apparently no different in that regard. To be at least somewhat unique, I've decided to split the typical top ten list into two parts this year: sequels and original titles. Moving on from the predictable list of sequels, here is my list of the most anticipated original IPs of the coming year:

Trine (PC, PSN)



Trine is a very interesting puzzle/platform game set in a beautiful 2.5D fantasy world. Players take control of three different characters to overcome obstacles and beat back an army of undead, often manifesting objects out of thin air to solve physics-based puzzles, or using a Bionic Commando -like grappling hook to swing across large chasms. The burly, hammer-wielding Warrior, the deadly accurate and agile Thief, and the platform-conjuring Wizard can be swapped out at any time, depending on the task at hand. Little else is known about Trine, but from what I've seen so far, it definitely looks like a keeper.

Prototype (PC, PS3, 360)



If the sole purpose of gaming was to make players feel empowered, then Prototype may very well be the most successful work of electronic entertainment of all time. In this game, Alex Mercer wakes up in a morgue, defying death from the outset. He has no memory of his past, but has been endowed with supernatural strength, speed, and agility, as well as the ability to absorb the skills, knowledge, memories, form, and appearance of the people he kills. From instantly learning how to maneuver a helicopter or tank, to unlocking the secrets of his and the virally infected New York City's history, consuming victims like this can prove to be very useful. Radical Entertainment claims that there will be over 750 unique superpower combinations in this sandbox of destruction. What's more, Mercer can easily pull off a T-1000 impression, impaling enemies with spikes or clubbing them to death with weapons made from his own "biomass." I want what he's got.

Alan Wake (PC, 360)



Alan Wake, the newest offering from Max Payne creators Remedy Entertainment, looks to redefine the way we look at videogame horror. Billed as an action thriller, this grisly game is the story of author Alan Wake, a novelist whose frightening fiction begins to creep off the pages and into his life. The funny thing is that most of the plot for his story came from his own dreams to begin with. Drawing influence from the Silent Hill and Max Payne series, Alan Wake is set in what the developers claim is a 38-square-mile portion of rural Washington, in a town that the titular protagonist comes to realize plays host to more than its fair share of paranormal and otherwise terrifying activiy. Themes of dreams, reality, light and darkness are prevalent here, as Alan's level of consciousness can be ambiguous, and even when he is awake, the various sources of light found throughout Bright Falls are his main sources of protection. That, and a .44 magnum.

Brutal Legend (PS3, 360)

Tim Schafer is one of the few videogame designers whose every thought somehow seems to transform into gaming gold, so it should come as no big surprise that his studio's first project since Psychonauts scores high on the "do want" list of many gamers. Jack Black will lend his voice and likeness to this comedic action/adventure game about a roadie who must raise an other-dimensional army to save humankind from eternal servitude...to demons. In an open world where everything is fashioned out of heavy metal (music, not steel), this Tenacious D -like character can be truly heroic, and with each subsequent mission, his hard-rocking warband grows stronger and larger. From what we know so far, Brutal Legend is set to be one of the most over-the-top absurd games out there, befitting both Schafer and Black -- and I wouldn't want it any other way.

Heavy Rain (PS3)



After Quantic Dream's last game, Indigo Prophecy, it's hard not to put Heavy Rain at the very top of my most anticipated games list. Billed as a game made for adults, this story-driven adventure aims to affect players on a mental and emotional level like no other. Heavy Rain is a malleable film noir thriller in which decisions players make will have serious repercussions in the game world, be those consequences immediate or long-term. Much of the gameplay will focus on this thoughtful interaction with the images on-screen, rather than dexterous controller manipulation. The heavy themes involved will play out via the game's already-stunning visuals and audio. For anyone seeking the next step in gaming, Heavy Rain may very well be the ticket.

'Twill be a good year:

There are a lot of really exciting new IPs on the way in 2009. This list just represents a small portion (arguably the most intriguing, so please do argue) of that bunch. Games like inFAMOUS, Dragon Age: Origins, Darksiders: Wrath of War, Alpha Protocol, Flock, and many others are very promising, too, making 2009 look like yet another great year to be a gamer.