When THQ bankrupt two years ago, we feared the worst for our favorite franchise that the resulting issuer: Darksiders. This is a hack, but fantastic underrated and trim series inspired by God of War and The Legend of Zelda, and just a year before the collapse of THQ, you could say the company released one of the most ambitious, the title of high quality with Darksiders II, which we believe improved on The original game in almost every area. Of course, when we find that Nordic Games has taken the franchise, we breathed a sigh of relief that it would live. Meanwhile, as we pray for the third game to be developed, newly appointed publisher tries to prove himself worthy to handle the series with "Deathinitive" [groan - Ed] remastering of the latest entries adjusted to former employees manning Games Shot Games. Do this again inexcusable ports that should not interfere with, or have been traveling Death has been raised to a degree worth reviving?
First things first, game play and structured identical to the original version in terms of its contents with the exception of the DLC missions and items, which are now integrated into the main story. Moreover, this hack and slash, platforming, and puzzle solving adventure still feels as tight and satisfying as ever. Tempur usually has you fighting a variety of cunning beasts and undead with your scythe and heavy weapons such as a hammer or a glove that really pack a punch. You use dozens of combos with these weapons and mix them all with special weapons such as pistols and unlockable skills that you equip the d-pad, while avoiding and turning your enemy during intense fights. Although it can be annoying difficult to keep the flow of combat as erraticness some fights, most of the meetings was a blast, especially the big boss battle of life.
Backing combat is a RPG system in which you level to not only open these skills, but also increase various statistics which can be supported by armor to your feet and get your shoulder. You'll find all sorts of amazing things to wear with loot system - which is a little more balanced this time around - and in shops merchants. The same thing applies to all weapons and Talismans stat-boosting, which is fun to find all the treasure chests and enemies that you will find. The platforming, it was not exactly challenging, but in ways that Death gets about the environment is fluid and smooth most of the time he flips, slides, and ride everywhere he needs to go, which is always a great feeling to execute.
Speaking of the environment, Darksiders II has a huge open world with intelligent basement-made for exploration and side quests means that you will stumble across too alluring to pass up. And for the record, moody, atmospheric soundtrack Jesper Kyd is of Celtic talent is a pleasure to hear about this mission and while exploring. Anyway, basement largely owe their appeal to solve the puzzle, because you can use the awesome abilities like back in time to affect the environment in the present or divide your life into two bodies to solve brainteasers larger. While the famous game suffers from "getting three" and "go to three places" figurative designs, the majority of Darksiders II is more respectable, well-rounded and entertaining than its predecessor.
What makes the game so recognizable is gorgeous visuals, which really makes you feel like you're in a fantasy epic of biblical proportions. comic book artist Joe Madureira essentially gave birth to this world with expressive, large, stylized art style, which never fails to impress with impressive character models, large scale regional sheer beauty, and more. What PS4 version increase, though? In direct comparison, we were impressed with the entire assets of each neighborhood; developers even took the time to add new ones in countless loopholes and background to maintain visual consistency and fix the place looked empty. Materials now resembles real-life counterparts they are more accurate, such as wood, water and stone. Even metal armor and weapons have reflective surfaces now and react to an increase in lighting - which looks substantially more natural now - and the overall texture noticeably sharper.
That's not to say that this "Deathinitive" edition will ride away unscathed. It is very disappointing that it does not run at 60 frames per second, which should have become a necessity for this fast-paced game, and the frame rate drops sometimes frustrating, which adds insult to injury. We saw some screen tearing overt, some graphical hiccups with assets, and experienced a few crashes too. However, negative factors should not sway you from experiencing this version.
We should also mention the story, which we found to entertain all the way through. While it was not cohesive like Darksiders, cleverly written dialogue itself, spawning outlandishly funny conversation to exchange thanks to the players act epic sound spot-on. On the downside, the game can feel like one giant took the quest with Death always need to go pick up something, so that would've been nice if the mission has been more diverse in their goals. And while the sequel is significantly apart from the narrative of the first game, it was mostly stand alone to build and provide a picturesque backdrop to reflect, Death sarcastic, you will have a great time with a given number of games of the content that will guarantee you at least 30 hours to reap souls after soul.
Gameplay
The player takes control of Death, one of the Four Horsemen of the Apocalypse. The core gameplay is an action role-playing hack and slash style. the game makes frequent use of interactive puzzle elements, requires players to think their way through a series of levers, door, elevator, portals, etc. in order to pass through and reach the goal.
Maps are spacious and each contains an open area of the world that can be explored freely on foot or by horse, along with many dungeons where quest objectives generally do. There is a main and side quests, the main boss fights and side. Worlds can be passed through a rapid journey, where players can teleport directly to a given map point. While in prison, the player is allowed for a quick trip back to the overworld while saving their prison location for continued later without losing progress.
Death assisted by Despair, horses are available for use in open areas of the overworld to travel faster, and Dust, crows that guide him to his destination. The main weapon of death are two crescent, one holding in each hand. Secondary weapons include melee weapons such as hammers, axes, and maces as "slow" option; "Fast" is generally a challenge-style options weapon that provides players with claws and other bladed arm extension, at the expense of less variety and power than a slow weapon.
There are several options of different movements, including swimming, running along the walls, and the options available on specially placed wood elements, such as walls and beams climbing pegs. In the course of quests, Death obtain the "Death Grip", which operates as a hook on a particular object; and "Voidwalker". Additional capabilities such as "Soul Splitter" and "Interdiction" was obtained, which allows players to control multiple characters to cross the puzzle.
Health, Wrath, and Reaper resource meter display on the screen every time they change, together with the experience meter that shows how close the player is to the next character class level. Wrath is where the system-type of game, into a resource that is used for special abilities. Reaper is a separate resource used for Reaper abilities, and when full, Death can turn briefly to the shape of the angel of death, which is tougher and more damage.
There are eight player statistics, including the level of character classes increases at various levels of experience. Each new level gives the player a skill point that can be used in the skill tree that contains new capabilities. Other statistics can be enhanced with complementary items, with each item having a variety of stat-altering characteristics. Supplies players contains seven different pages of grade equipment (primary and secondary arms, shoulders, armor, gloves, boots, and amulets, with additional pages for quest items). New equipment can be obtained through enemy drops, looting chests, or buy from the seller character. new combo moves can also be purchased from the "Trainer" character.
"Stonebites", which is the colored stones hidden throughout the world, can be collected (after several searches have been completed) and traded for a character named Blackroot, in groups of three, in exchange for a variety of statistical upgrade permanent. There are three types of Stonebite, indicated by their color, and certain combinations are traded determine acceptable upgrade.
Money dropped by enemies and chests, and can be obtained by selling items to vendors. Special "Owned weapons" are rarely obtained, which presents another more common mechanic to trade in unwanted items, where the only weapons that can be enhanced by "sacrificing" of other items were lower for it.