For the majority of Darksiders II’s playtime, combat remaining both compelling and substantial, only undermined by the appearance of swarms of combo-breaking foes during the title’s closing hours. Beyond his weapon de rigueur- a pair of flesh cleaving scythes, Death also has access to a gratifying inventory to secondary arms, such as axes, hammers, glaives, maces and claws, supplementing his repertoire of combos even further. Generally, he moves with a litheness unseen by his indicted brother, whizzing around low-level enemies, while delivering velvety chains of rancorous violence. Undoubtedly, Michael Wincott ( Alien Resurrection, Seraphim Falls) deserves credit for his assistance in the characterization, adding enough nuance to maintain the anti-hero’s appeal through the game’s 30+ hour expedition.ĭeath’s effectual agility and augmented arsenal is the other element that is likely to engross gamers.
Crafted upon an absorbing dichotomy, Death can be both savage and aloof, other times exhibiting acerbic wit. Smartly, the developer’s resisted the urge to depict Death as a one-dimensional, horse-riding avenger. Knowing these accusations are fabricated, his brother Death sets out to both reverse the damage to humanity and more importantly, find evidence to exonerate his sibling. Instead, Darksiders II is set concurrently, as War- one of the Four Horseman of the Apocalypse, is charged with instigating Armageddon. Renovating components ranging from combat, environmental navigation, while adding in additional role-playing elements and even a loot system, Darksiders II offers an exemplar of how follow-ups should be fashioned.Ĭredit the game’s team of writers with offering a sequential continuation that merely apes the narrative arc of the first game. Although Darksiders II replicates some of the broadest design decisions of its predecessor, it’s obvious that Vigil decided to give the sequel the type of comprehensive and conscientious overhaul that occurs with shameful infrequency. However, all too often the result is a collection of minor tweaks and negligible embellishments which serve as little more than back-of-the box bullet points. Many development houses mention to brainstorming sessions where groups convene to analyze a game’s strengths and weaknesses for a projected sequel. Luckily, the port is much better than the pun. Now the 2012 game has been revived for the Switch, collecting the base game, DLC, along with a handful of tweaks into a package called the “Deathinitive Edition”. While tragic, few developers can boost of a concluding effort better than Darksiders II. In 2013, publisher THQ’s bankruptcy meant the end for Vigil. Unfortunately, it was the team’s final effort. Noire, even a marvelous maiden title is no guarantee for future fruition both studios proved unable to build on their initial accomplishments and were subsequently forced to close.ĭarksiders II demonstrated the team at Vigil Games able to defeat the sophomore slump, with the title receiving critical and commercial success. As Realtime Worlds demonstrated with 2007’s Crackdown and Team Bondi with 2011’s L.A. In the game industry, it’s an abnormality for an untested development team to deliver an inaugural hit, and an irrefutable miracle if they can sustain that success.