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We have collected 5 reviews of the Darksiders 2. Experts rate Darksiders 2 8.3/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Darksiders 2 and Playstation 3 games.
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.)
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.
Darksiders concludes with a hell of a tease. War, one of the Four Horsemen of the Apocalypse, stands ready for action. \"You will be hunted,” angel Uriel warns. \"The White City for certain...The Council...and there will be others! You would wage this war alone?!” The rider calmly turns to her, raises a fist, and says, \"No. Not alone.” The camera pans up and centers on three flaming objects rocketing toward Earth. War's fellow horsemen are coming to fight at his side. The screen fades to black, and the wait for the sequel begins.Bury your excitement for War uniting with his fellow Apocalyptans. Developer Vigil Games instead takes us back in time to the beginning of Darksiders, when War is accused of inciting a conflict between Heaven and Hell. Rather than revisiting this scenario from his perspective again, we see how these events affect his brother Death, the most feared Horsemen of them all. Death's story runs in parallel with War's arc, set in the 100-year span when War is imprisoned in the Charred Council. He is questing to free his brother and save mankind from the apocalypse.
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.
To be honest, my simultaneously complimentary yet sarcastic description for the original Darksiders would be, "one helluva cover band." There is nary an original element within it -- its skill lies not in innovation, but in execution. The developers at Vigil simply wanted to make, "a badass version of The Legend of Zelda," and for the most part, they succeeded -- as well as mine from the likes of Devil May Cry, Prince of Persia, and Portal. So when I get a chance to see a demonstration of Darksiders 2, I take it mainly to see if the developers again follow the, "do what's been done before, but well" path. So I get a bit of context -- how the story takes place concurrently (rather than subsequently) with the first game by focusing on earning War's freedom during his 100-year imprisonment. About how you play as War's brother, Death -- who resembles an amalgamation of Soul Reaver's Raziel, He-Man's Skeletor, The Darkness' Jackie Estacado, and creative director Joe Madureira's design sensibilities. Yet I'm already noticing a callback to another game: Death, unlike his burly and armor-clad brother War from the previous title, moves much faster. He doesn't bother blocking -- he prefers to dodge or evade. Rather than wield a large sword, he brandishes a scythe in each arm.
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