Note: This is a review from back around the launch of the
game, so some complaints are likely to be really outdated.
If a concept sounds good on paper there should be no reason
for the execution to turn out poorly. With close to thirty years experience
with videogames I should know full well that the last sentence is pure and
absolute fantasy. Still that didn’t dissuade me from picking up Darksiders 2. I
never played the first game but I have a fair bit of experience with The Legend
of Zelda and many similar titles. Also I have spent an inhuman amount of time
with Diablo, Phantasy Star Online; and other games where hundreds of hours are
spent amassing a collection of blues, yellows, and golds. Darksiders 2 marries
both genres, and the dream is that it will have the best of them, or at least
the good. Unfortunately reality crushes like a mace.
The story starts off promising enough. The Four Horsemen are
bros to the end. The end in this case refers to humanity, and War is being held
accountable. In order to clear War’s name, Death must seek out a way to
resurrect humanity. This involves traversing through four worlds, several
dungeons, and dealing with the legions of corrupted adversaries that inhabit
them. Despite playing through the game I admittedly don’t remember anything
else about the storyline. Somewhere in-between the collecting of the second
piece of a mystical shard that belonged to a mighty scepter I stopped caring
about Death, War, and the fate of the many worlds outside of Earth.
Collecting objects of importance is expected of the
action-adventure genre. Whether it is pieces of the Tri-force, the spirits of
the world, or even a bunch of furry animals with superpowers, the quest can be
boiled down to collecting between three and eight objects. This opens the way
to the final dungeon, and then the final battle that decides the fate of blah
blah blah. The most important function of these games is to keep the pace
interesting, to make each dungeon that houses these trinkets worthwhile, in
ways beyond being able to continue with the game. Players should be able to go
into a dungeon with the expectation that they’ll be rewarded in terms of
stimulation by the combat and puzzles they’ll have to deal with. They expect monetary
rewards, such as currency or equipment. Yes, even the story should be well-provided
to maintain the player’s interest in the plot. These three motivating factors
should make the gamer want to continue with the game because they enjoy it, not
because of some obligation that they have placed on themselves.
Where Darksiders 2 fails is that most of the dungeons only
provide in terms of length of time required to complete them. A common element
is that three tokens of progress are required, or three switches have to be
pulled, or three other things have to happen before you can move on. There are
some clever puzzles late in the game but early on you’re going to be rolling
boulders onto switches, throwing bombs at destructible crystals, and performing
tasks that have long worn out their welcome in other games. There are many
treasure chests found throughout each dungeon, most of which contain random
pieces of equipment. While far more valuable than the rupees that you can’t fit
into your bulging wallet, the equipment you find has faults that I’ll go into
later in this review. At the end of each dungeon you’ll face a boss. Some of
these bosses are more than just a very large target, and require a second
action for them to show their weak-point. More than likely, all you’ll be
caring about is that they’ll drop a nice weapon when they’re killed, not if
they were entertaining and challenging to do battle with. There are a couple
exceptional boss-battles, but they are cut short by the other problems this
game suffers from.
If I wrote for some other review websites you can bet that
I’d petition for the category “loot” under graphics and sound when reviewing
titles like Diablo. As much as I hate to admit it, the quality of loot can
impact my enjoyment of a game, and Darksiders 2 is no different. Death can
equip a multitude of armor pieces, as well as one primary and one secondary
weapon. He always wields his trademark scythes, and he can back it up with
something slow and powerful like a hammer, or something fast and weak like
claws. All equipment is color-coded by usefulness and rarity as per genre
tradition. Possessed weapons are the best and worst items to find in this game.
They’re the best in terms of capabilities but it is those capabilities that
will allow you to grind whatever challenge this game has into dust.
Possessed weapons demand the sacrifice of other lesser
weapons and armors so that they can become stronger. If for example you find a
pair of scythes with +15% to health steal, you’re going to want to feed them to
a possessed weapon, so you can acquire that ability upon its next level-up.
These very rare weapons can be leveled up to five times and typically far
outclass anything else you’re likely to find. With a little bit of diligence
and some luck, you’ll have a tool so powerful, that you’d have to close your
eyes and drop your controller to have a chance at dying in battle. That is
being a tad hyperbolic, but when you’re hitting for tens of thousands of damage,
and recovering your entire life-bar in the process, you start to wonder how
Death managed to lose so many fights to the Belmonts.
It’s too bad because the combat system shows a lot
of…promise. There are a strong variety of moves, and when you learn the ins and
outs of fighting, you’re rewarded with more damaging attacks that also look pretty
stylish. It’s a vast improvement over “click-to-kill” games, or the kind where
you just bump into monsters, until whoever has the lower numbers falls over.
Death also has two different trees from which to attain skills from. The
Harbringer focuses on meaty attacks to mash enemies into a very nasty paste.
The Necromancer relies on the arcane to destroy foes. You can mix and match
however you like, but it’s best to rely on skills that coincide with your
equipment. Certain armor sets boost arcane damage over strength and vice-versa.
As I said though, once your weapons outmatch your opponents you won’t need to
do much of anything to win. I got through the entire game just using Death’s
teleport slash and unstoppable skills.
What really tears this game apart are all the bugs, glitches,
and design-decisions that do everything possible to impede the enjoyment I’m
trying to derive from it. While usually I’d be quick to recommend looking into
the PC version of games such as this one I’m hesitant to do so after reading
all the problems other gamers have had with it. The console versions don’t fare
much better either, and some players have even been hit with game-killing bugs
where they’re unable to progress. Hopefully, those cases are just exceptionally
rare as I was able to complete the game without seeing anything of that sort.
Still, there was an instance where a golem I was riding disappeared back to his
spawn-point when I walked away for a bit to collect a treasure. Then there is a
frame-rate that’s prone to drops and screen-tearing, which helps to round out
the technical deficiencies of this product. It’s very apparent that this game
was rushed to beat the juggernauts arriving this fall.
At least the bugs and glitches are expected to be fixed over
time; the same probably can’t be said about other problems that this game has.
In open-field areas Death can summon his horse to cover ground more quickly,
and this is done by pressing RB and LB together. These two buttons are tied to
evade and skill-usage as well. So in the midst of the battle I will hear Death
lamenting that there’s no room for his horse. Also the lock-on camera uses the
3D Zelda effect of letterboxing the screen while pulling the camera in much
closer. It kind-of works in those games because the combat isn’t nearly as
involved, but in Darksiders 2 you have to know what’s going on around you, and it
makes for a camera that’s only useful for some boss-fights. The overall
structure of this game is also very frontloaded. The first couple worlds are
pretty massive with multiple optional areas to explore while the latter two are
basically a straight line.
The most un-gratifying aspect of Darksiders 2 is the same as
what I believe a number of games this generation suffer from: the automation.
While I do not miss the early days of 3D platforming I feel like we really
could be doing better than jumping from marked ledge to marked ledge with a
next to 0% probability of error. This game involves quite a bit of
platform-navigating, but it is done mostly because a series of one-floor
dungeons would look absolutely horrible. It is like game-designers have given
up and that’s the worst thing I can ever say. “We can’t do platforming right,
so let’s just make it so impossible to screw up that it won’t really bother
anyone.” Is that the thought-process we want to see today when it comes to
videogames? Take the platforming out and replace it with any other aspect. That
is not a future I want to be a part of. I can’t lay the blame entirely on
Darksiders 2 for this because they’re just performing to expectations, but when
a sizable percentage of the game is spent doing something that offers
absolutely no challenge, it makes me wonder why I haven’t given up as well.
These days promises couldn’t pay for a used napkin but as
long as it shares ties with hope I find that I’m stuck in the cycle. Darksiders
2 has a lot of good ideas but most of the time they don’t follow through, and
the times they do deliver it involves things that nobody would ever ask for. This
game might be worth a look if you’re a fan of the first and want to see how the
story progresses but I’d wager that you’ll be really disappointed when all is
said and done. Between extras such as the new-game + mode, and the various
side-quests like the 100 waves of fighting in the Crucible you’ll have the more
than enough content to last you quite awhile. Dollar-wise you may get enough
value but time-wise…eh…it’s not like death will wait for you.
No comments:
Post a Comment