Darksiders 2

Darksiders 2

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Darksiders 2 Reviews

GameSpy

03/2012

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Darksiders 2 (Preview)

It's been a few months since I last saw Darksiders 2 during a brief hands-off demo, and at the time I promised myself I'd digitally dust off my copy of the original Darksiders (for real this time), and play through it. "It's the best Zelda game of the last 10 years," my friends would tell me, but still I couldn't find more than a few hours to invest into War's underworld adventure. And now that I've had a chance to go hands-on with his slick and sexy brother, Death, my priorities have changed all over again -- I'm just going to wait for Darksiders 2 to come out in a few months instead. Making a Mark The bulk of my hands-on time took place inside the Maker's Realm, the first of four major zones that will make up the bulk of the upcoming action adventure. More specifically, I was running around the final dungeon of this zone, which is roughly six to seven hours in. It's a good place to get a feel for most of Death's abilities like wall running, climbing pillars, and using Death Grip, a zipline that shoots out of his hands in order to swing across chasms. At times it felt like I was playing Prince of Persia: Sands of Time -- which is a very good thing -- what with all the bouncing off of walls and jumping from pillar to pillar.

GameSpy

01/2012

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Darksiders 2 (Preview)

The personification of Death in Darksiders 2 isn't quite what I was expecting. I was looking for the trickster chess playing version from Bill and Ted's Bogus Journey, or maybe the silent and menacing Ghost of Christmas Future, or maybe the calculating soft-spoken type from Supernatural (shut up, I like that show). So when I see him climbing and wall-running, firing a pistol, or platform-jumping through a flaming dungeon, it took me by surprise. Teenage Mutant Ninjapocalypse "Internally we always looked at [The Four Horsemen of the Apocalypse] as this superhero squad," says Vigil Games Studio General Manager, David Adams. "We joked that they were the Teenage Mutant Ninja Turtles. We even tried to apply all the stats, like 'That guy is Leonardo, and that guy is like Raphael.' So we really thought of it as very Saturday morning cartoonish, because that's the kind of stuff we liked." The bigger they are... We joked that they were the Teenage Mutant Ninja Turtles. We even tried to apply all the stats, like 'That guy is Leonardo, and that guy is like Raphael.' "We did look into the mythology behind Death.

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.

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