Darksiders 2

Darksiders 2

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8.1/10
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We have collected 11 reviews of the Darksiders 2. Experts rate Darksiders 2 8.1/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Darksiders 2 and Xbox 360 games.

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Darksiders 2 Reviews

GameSpot

11/2012

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8.0/10

Darksiders II Review

The Wii U version of Darksiders II may suffer from some additional technical hitches, but this vast adventure is so absorbing, it's still easy to lose yourself in its oppressive world. And what a world it is, with architecture so sharp that every spire threatens to puncture the heavens and make them bleed. You needn't worry about too many confusing story details if you missed out on the original Darksiders: this sequel's narrative isn't so much about plot as it is about place and tone. And that tone is what sets Darksiders II apart. The skies are ominous, the armor is impossibly chunky, and the game's star--Death himself--speaks with gravelly, somber tones, save a few moments of sarcastic humor that betray his agitation. This port isn't the finest way to lose yourself in Darksiders II's fantastical universe, however. On the bright side, the Wii U release includes Argul's Tomb, downloadable content delivered for the earlier versions. The tomb isn't Darksiders at its best, with a protracted shooting segment lasting too long to be fun. (Though to be fair, you could take the melee approach in spite of all the guns scattered around.)

VideoGamer

08/2012

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8.0/10

Darksiders II Review

If the opening hours of Darksiders II confuse you, well, I honestly don't blame you. An ice palace? A big forest filled with monsters? Loot? There's a lot going on and it's all especially confusing because, when we left off, all the angels and demons were on the brink of another fresh betrayal-spurred conflict on our post-apocalyptic planet, all while being accompanied by a stirring orchestral accompaniment.But none of that has actually happened yet. For the most part, Darksiders II is a sideways story, taking place concurrently with the events of the first game.So your host for the proceedings will now be Death, not War, although within a couple of hours the eldest of the Four Horseman of the Apocalypse has racked up a bodycount high enough to suggest at least a partial declaration of some form of prolonged conflict. Despite the change of character and scenery it's all very much business as usual - Vigil has once again lifted its gameplay mechanics of gentle third-person puzzling, wide-open exploration and swift combat from some very familiar surroundings.Vigil and THQ have always been quick to play down Darksiders' similarity to the other games it so copiously borrows from, which is never something.

GameZone

08/2012

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8.5/10

Darksiders II review

Darksiders proved that you can successfully combine a mature storyline with Zelda-esque dungeon gameplay and some fast paced God of War combat. Vigil Games stepped it up for Darksiders II, adding even more content, a bigger map, more moves, a loot system and a brand new protagonist. The end result is an extremely satisfying action/adventure game with a gripping storyline. Darksiders II's story runs parallel to War's from the first game. War is awaiting his sentence, while Death is on a quest to prove his brother innocence through any means necessary. Coming into Darksiders II, I wasn't sure how Vigil would handle the character of Death. Would I like him? He is the bringer of death after all. I was pleasantly surprised that Death himself is actually quite likeable. While he's no softy, and he likes to get straight to business, he does offer a helping hand to anyone that needs it. There are a lot of similarities between the two games, but Vigil did include some great additions that make it stand above its predecessor which I'll get to soon.

GameSpot

08/2012

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8.5/10

Darksiders II Review

First comes War; then comes Death. Appropriately enough, Darksiders II turns its eyes from its predecessor's protagonist to a new one: Death himself, War's brother and one of the four horsemen of the apocalypse. His story plays out over the same time period as War's, but Darksiders II's narrative isn't so much about plot as it is about place and tone. The original Darksiders set a darkly fantastical mood, but the sequel hones its edges. 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. And so 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. While one level harks back to the angels-versus-demons, Christian apocalypse themes of the original game, Darksiders II springs forth from a more inventive vision. The dusky dungeons and desert expanses are more diverse than before, and the character designs are more imaginative, as if they've wandered in from biblical legends you've never heard.

IGN

08/2012

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7.5/10

Darksiders II Review

Darksiders II represents the latest offering from developer Vigil Games, a direct follow-up to the 2010 original. Much like its predecessor, Darksiders II provides some solid action, albeit nestled amid a somewhat flawed experience. It's also possibly the most derivative game ever made - borrowing adventure and puzzle elements from The Legend of Zelda, action from God of War, platforming from Prince of Persia, and tone from some hellfire version of Lord of the Rings. That's not necessarily a bad thing - an amalgamation of such incredible franchises could have resulted in the game to end all games. The thing is, if you're going to so blatantly derive material from such well-known properties, you better nail it. While Darksiders II provides a lengthy and entertaining experience for action adventure fans to sink their teeth into, in the end it never comes close to reaching the heights of the various franchises it so freely borrows from. Darksiders II further fleshes out the story of the Four Horsemen of the Apocalypse introduced in the first title - this time with War's brother, Death, at the helm.

Game Revolution

08/2012

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Darksiders II

While War's story has already been told, THQ and Vigil Games are back to tell Death's side of the tale. Taking place at the same time as the first game, Darksiders II promised more, more, more. Death is out to redeem his brother War for a crime he's convinced the more honorable of the two didn't commit. With the war between Heaven and Hell to be decided by the four horsemen of the apocalypse, are we to welcome Death's coming, or was his brother War the better? Will THQ and Vigil live to tell another tale or does Death become them? It's an undeniable fact that Death is cooler than War. He's mouthy, he struts around like he owns the place, he's the grim reaper and a living embodiment of the end of all things... the list goes on. So it's fitting then that Darksiders II is most definitely a better game than the first. For one, Death is more nimble and faster than his brother, War. I felt at odds with War's hulking mass, but Death is lithe, acrobatic, and somehow just as brutal. Players will rely heavily on the the dual scythes our hero carries, while also mixing in arm blades, hand-maces, axes, glaives, and the occasional blunt instrument.

1UP

03/2012

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Darksiders 2 Builds a Bigger, Better Sequel (Preview)

In 2009, Darksiders blindsided the industry and helped rekindle a flame for action-adventure games not named The Legend of Zelda. After presenting a darker take on Nintendo's family-friendly world and setting up a bitter war between Heaven and Hell, developer Vigil Games took their new series a step further by laying a solid gameplay foundation through a smart control scheme: A setup that allowed players to effortlessly switch between up-close melee combat, ranged combat, powerful special abilities, and smooth traversal through large dungeon environments. As you'd expect, Darksiders 2 aims to expand the ideas of the original by adding more substance and adventure elements. I got a quick glimpse of their efforts during a recent three-hour demonstration, which began at the final dungeon of the Maker's Realm, one of four main major zones in the sequel. It's an area that players will encounter about six hours into the campaign. I gained control of the main character, Death -- the brother of Darksiders protagonist War -- at level 11 and dug into my stack of unspent skill points. Each level earned in Darksiders 2 grants the player skill points that can be used to purchase powerful combat skills via the Harbinger tech tree or advanced spell casting abilities found in the Necromancer tree.

VideoGamer

01/2012

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Darksiders 2 (Preview)

Do Darksiders II's RPG elements make a difference?"Death comes equally to us all," said the sixteenth-century poet, scourge of A-Level students and father of 12, John Donne. But this is clearly not the case, as Darksiders II so elegantly proves: Death can bash faces with a massive hammer, use some fancy claws or just make short work of, well, pretty much everything with a scythe. Donne clearly had absolutely no idea what he was talking about.Darksiders II, then, is a story about Death. He's replacing his Four Horsemen of the Apocalypse brother War as protagonist - a move rumoured (by me) to have happened because THQ was tired of games journalists using the strapline "What is it good for?" in their coverage of the original game. But, you know, what does Death actually do? Unlike his brother he can't block, for a start, which is pretty significant change for a game that trades in third-person brawling - think more Bayonetta and Devil May Cry, rather than God of War and Ninja Gaiden.Death's signature weapon is understandably the scythe - known in the game as the Harvester, presumably because of the Grim Reaper's penchant for barrel-scraping salad bar chains - although Vigil Games' interpretation gives him a modular dual-bladed weapon that can be wielded in different forms, based on the combo you're inputting.

1UP

01/2012

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Darksiders II (Preview)

Most video game press events feature a slick-looking "vertical slice" demonstration, an airing of a marketing-produced trailer, and maybe a short presentation from the creators. While Darksiders II showed off a decent chunk of gameplay and a new trailer, it was also preceded by a lecture about the various depictions of Death from Australian art historian Dane Munro. It was a bit odd to go from a normally serious lecture that touches upon topics such as the Etruscan portrayal of the Angel of death and the Danse Macabre, to a demo where Death jumps around shoots bad dudes with a pistol from mid-air. Disparity between collegiate lecture and "Saturday Morning superhero cartoon video game" aside (Vigil Game general manager David Adams admitted that the Four Horsemen of the Apocalypse were essentially modeled after the Teenage Mutant Ninja Turtles), Darksiders II still looks like a damn solid game. The demo showed off a few more gameplay features and abilities, but overall, it still focused on how Death is a quick and agile badass compared to how his brother War was a hefty Horseman.

VideoGamer

07/2011

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Darksiders 2 Preview (Preview)

Darksiders II gives you Death.Darksiders II is four times bigger than its 8/10 scoring predecessor. The overworld is split into a quartet of main zones, each built around a town-based hub. Branching off from these hubs are dungeons - it's still very similar to the established template used in Zelda games. "All the dungeons in the first zone of Darksiders II" explains Vigil Games' Studio Marketing Manager Jay Fitzloff, "are already larger than Darksiders 1." In just one zone, there's more game content - more combat, puzzles and exploration - than the whole of the first game combined. Darksiders II is different to many sequels in that it doesn't follow on from the original; no, Darksiders II happens in parallel to it. Suspecting foul play that War, one of the four Horsemen of the Apocalypse, has banished to Earth at the start of the original Darksiders, his brother (and new protagonist) Death decides to go off and sniff out the truth in the sequel. Making his way to the Nether Realms, a strange void somewhere between Heaven and Hell, Death decides to call in a few favours from the powerful beings that rule the land. In the 30 minute demo I saw, Death is off on a journey to find the Lord of Bones, who, he hopes, can help prove War's innocence.

GameSpot

07/2011

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Darksiders II (Preview)

"We didn't really know what Darksiders was until the end," says Marvin Donald of Vigil Games. "A lot of it was just an idea." By contrast, the director of Darksiders II sounds far more certain about the direction of his studio's upcoming sequel. It's a game with a quicker, more agile main character. It's a game with less of a focus on Earth and more of a focus on a stylized demon underworld. And, perhaps, most important of all, it's much more of a role-playing game than its predecessor. Playing as Death, one of the other Four Horsemen of the Apocalypse, you're on a quest to free your brother War from imprisonment and restore his good name. As we mentioned, Death is a nimbler protagonist than War--Donald goes so far as to describe him as "feral" in his movements--and that's a trait you see in a few different areas. Death's journey has him fighting swarms of demonic enemies and traversing a twisted landscape, so whether it's skittering up a vertical surface before you actually latch onto a handhold or instantly morphing your standard weapon into something altogether different in the heat of battle, Death is a far less lumbering character than the protagonist of the first game he's out to save. So, yes, Death is very much his own man. Carrying on with that theme, he's also a much more customizable man.

Prices

Retailer Information Prices
TigerDirect.com THQ DARKSIDERS II-NLA $46.15
Microsoft Store Darksiders II for Xbox 360 $49.99
Amazon Marketplace Darksiders II: Collectors Edition $139.79

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