GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Postmortem: Game Oven's Bam fu
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Havok
Havok- 3D Software Engineers (Relocate to Europe)
 
Treyarch / Activision
Senior Environment Artist
 
Social Point
Senior Game Developer
 
Trendy Entertainment
Gameplay Producer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
June 7, 2013
 
Make Family History! 7
Grand Steps: What
Ancients...
 
Who is Harkyn?
 
Faguo Games is proud to
announce the launch of
its...
 
Laughing Jackal bringing
OMG HD Zombies to Vita
 
GDC opens survey on State
of the European Game...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor

 
 Darksiders II : What the critics are saying
Darksiders II: What the critics are saying
 

August 15, 2012   |   By Danny Cowan

Comments 7 comments

More: Console/PC, Business/Marketing





This edition of Critical Reception examines online reaction to Vigil Games' action-adventure sequel Darksiders II, which reviewers describe as being "superior to its predecessor in every way." Darksiders II currently earns a score of 85 out of 100 at Metacritic.com.

EGM's Ray Carsillo rates Darksiders II at 9 out of 10. "The first Darksiders was able to find an audience by incorporating mature themes with familiar gameplay that hearkened back to classics like Metroid or The Legend of Zelda," he notes. "So, with such a promising start, you wouldn't expect a sequel to completely overhaul many major features. Darksiders II does just that, though."

"In fact, if you were to put Darksiders and Darksiders II side by side in front of a player, they'd be hard pressed to say they come from the same universe," Carsillo continues. "Yet not only does Darksiders II take place in the same universe, but it expands upon it in numerous ways, along with adding in features and gameplay mechanics from dungeon-crawling RPGs."

The combat system and other key elements have also been refined. "The hack-n-slash combat flows smoothly as you string combos together," Carsillo says, "the tight free-running controls make it feel like nothing's unobtainable if you really pay attention to your surroundings, and the new RPG elements mean that your weapons and armor are constantly changing and upgrading due to the thousands of pieces of loot."

"Despite minor annoyances with the level system and the occasional free-running glitch, Darksiders II is superior to its predecessor in every way," Carsillo summarizes. "It's got a larger, deeper world with a wide breadth of characters, a thrilling story that sucks you in and doesn't let go, and some insane over-the-top combat. All those elements make this a must-have for fans of action-RPGs."

Kevin VanOrd at GameSpot gives Darksiders II an 8.5 out of 10. "The original Darksiders set a darkly fantastical mood, but the sequel hones its edges," he writes. "The armor is still chunky and the sound of steel on steel still rings across battle arenas, but the skies are more ominous, the shadows grimmer, and the architecture sharper, as if every spire threatens to puncture the heavens and make them bleed."

VanOrd finds that narrative is not the game's strongest suit. "Darksiders II draws you in not by narrative, in spite of its characters' frequent and raspy soliloquizing. Rather, it uses sights and sounds to impress upon you the importance of your deeds. [...] The characters you meet -- undead rulers and impossibly proportioned behemoths among them -- speak with humorless gravity, and Death often responds with a sneer and a verbal challenge."

However: "The joylessness of Darksiders II's characters is a contrast to the pleasure of existing in this world," VanOrd assures. "You run along walls and jump across beams like a devilish Prince of Persia. But most importantly -- and in contrast to the original -- your enemies drop coins, armor, and weapons. You can don equipment, sell it to a merchant, or sacrifice it to level up rare possessed weapons, which you can customize at certain thresholds."

"In Darksiders II, a funny thing happens on the way to the apocalypse: it establishes an identity all its own, rather than one defined through the games that inspired its existence," VanOrd observes. "The game's expanded scope (about twice as big as the first game) and thoughtful pace (about twice as long as the first game) are most responsible for this. You now have a chance to breathe between battles, and each new mechanic has time to settle in before a new one is introduced."

Andrew Hayward at Official Xbox Magazine rates Darksiders II at 7.5 out of 10. "Much like its predecessor, Darksiders II is an immaculately styled adventure that blends hack-and-slash combat with dungeons that'll test your wits," he says. "Vigil Games hasn't lost its knack for delivering dynamic action that seems ripped from the pages of a comic book: the game boasts stunning art design and attention to visual detail throughout."

The new loot aspect provides greater gameplay depth, Hayward argues. "Death's arsenal reflects this newfound focus, and everything from his twin scythes to a secondary weapon (axe, hammer, glaive) and protective gear can be swapped out, sold, and in some cases enhanced by feeding one piece to another," he explains. "It's a good addition that lets you customize Death's abilities and appearance somewhat; moreover, it's paired with a new leveling and skill-point system that puts a variety of powerful, upgradable combat abilities at your disposal."

The game's controls are occasionally problematic, however. "Unfortunately, with just four fast-swap shortcuts available for everything from special moves to Death's firearm and his portal-launching ability, the game lacks an elegant way to quickly access more than a few moves without halting the action," Hayward writes. "Also spotty is the new focus on platforming, which introduces Prince of Persia-esque wall running and elaborate layouts of ledges to scale. As cool as these dashes look, the controls are oddly finicky, with leaps not always going in the intended direction, plus dismounting that's often unresponsive."

"While it succeeds in many respects as a standalone game, Darksiders II disappoints as a sequel," Hayward concludes. "Death's side story proves less eventful than War's mainline quest, with fewer interesting sights and scenarios, plus boss showdowns that are generally less memorable than Darksiders'. It also does little to advance the franchise's narrative. By eschewing a proper sequel for a new hero's quest, the developers seem to have missed a great opportunity to capitalize on their excellent first offering."
 
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore


   
 
Comments

Samuel Moss
profile image
I wish some of the discussion for this game could touch a little on the in vogue subject of realism vs expressionistic in video games. The debate that painting had to have when photography appeared has always interested me, and considering the current debate about next generation consoles it seems all the more important to talk it over. I for one love the idea that as hardware gets more powerful we could hope to see a future where the final game looks more and more like the concept that got the art team excited in the first place. Anyhoo, keep up the great work chaps.

Simas Oliveira
profile image
I hope it does well on the stores. 1st one was not a CoD wannabe, not a GTA wannabe, not a Gear of War wannabe, not a sports, racing or kid's game. It was new, a mix of hack & slash and Zelda-esque dungeon crawler, with a very distinct art direction (Joe Madureira style actually was quite prevalent in the game). And it was very good.

Alex Boccia
profile image
I feel bad for not getting Darksiders II but I've over-spent this year. Not even a forty dollar release could get me to buy it which is really a shame because I'm sure it's a great title. I'll make room for it in my budget for next year.

k s
profile image
I only started playing DarkSiders II last night but I'm loving it, the gameplay is great, the art is great, and the music is really awesome (very rarely does music catch my attention so that really is something), oh and the characters I've met a really interesting to.

wes bogdan
profile image
I bought it upon release on ps3 and only because of my control scheme am i able to play this amazing game which i have set to apocolipse dificulty.

Most games of this type have trophies for easy,normal and hard so if you simply play hard you not only see the best the ai has but get all trophies at the same time.

Halo does this with legendary mode and gears has a hardcore dificulity as well.

I would hate to miss great epic design from all because i simply couldn't play it and wii u,720,ps4 and even vita show cause for concern as i really doubt things are going to change without help.

Well back to darksiders 2 ....the apocolipse waits for no one.

That should be a tagline.

Kellam Templeton-Smith
profile image
One aspect I'm not seeing a ton of information on is polish-the first one seemed like a 9/10 that enough shoddy aspects brought it down to a 6/10 ;choppy animations, sluggish controls, choppy cutscenes+awkward story transitions all made me give up on the game in short order. If that's been addressed, I'll be running out to pick this up. The art style looks like a more detailed take on WoW style stuff (which makes sense, given how Joe Mad draws).

wes bogdan
profile image
Something i'm suprised about is the zoom in view must be held like a sniper zoom when i'd rather have a toggle version either on or off not holding the shoulder as long as you want zoomed in. Great game though i'm after the arena where the monsters are fighting a bigger monster and unlocked a door in a volcanic region so pretty early still.


none
 
Comment:
 




 
UBM Tech