I know this gets said a lot now but... I'm the bawss |
In terms of gameplay, the core Zelda-esque Dungeon crawling is there. Death is meant to be a far more agile figure than War ever was, so new movement mechanics such as wall climbing, mantling, bouncing etc… are now possible, giving each area a more truly 3D nature and forcing you down avenues that lead you in many directions to solve whatever needs solving. Admittedly, we had trouble getting to grips with a couple of these features, but only because our test segment was roughly 6 hours into the game, where you’d be expected to know all this already, so we had to deal with being thrown into the deep end a little bit. Of course it also showed off what the game could really offer as well in terms of dungeon construction, and whilst everything is still fairly linear, those lines can lead you along the wall and across the ceiling.
We wonder if this is the same gun or not... |
Brand new to the game is a loot system, which works like any loot system you’ve ever seen, and we’re told it’s something they’ve always wanted to do as well. Death and equip armour and weapons with various stats and abilities, and each item also has a 3D render you can see Death’s appearance change as you switch items out. It’s an odd change from the first games more structured experience, but then it does also allow for more rewards through exploration I guess, a key component of any dungeon based game.
The only really issue that stuck out at us whilst playing the game was the relative lack in combat – we felt we did more exploration and puzzle solving than we did actually fighting, and what fights we did have were either inconsequential or made easy due to the fact that we could just hop onto a guardian statue (constructs that are primarily used to help solve the environmental puzzles, but can also be used in combat too) and smash everything to pieces. That’s not to mention the fact that during that portion of the game, you have a companion with you as well that can also fight. We’re hoping that was just an isolated incident, but the relative easiness of the combat doesn’t really serve you well when you get to the mini-bossed and boss segments, where you really are on your own and you have to really pull together to defeat your opponent – something that can be jarring if you weren’t used to being challenged in this manner like we were.
Yeah... he was not fun to take out... |
So far though, we don’t mind saying this is a game to look forward to. With roughly three months left the team are probably going to be working on the bugs and other glitches that still remain, so with any luck it will be a very polished game by the time it comes out. Sadly, with the narrative being just a key to this series as the gameplay, we won’t really know it’s true worth until we’re given a more complete version of the game to play though. So far, our concerns over gameplay are limited to an hour, hour and a half stretch six hours in, so it remains to be seen whether or not that’s repeated through-out the rest of the experience. Still, if you want to start getting pumped, go ahead, we see little that would really disappoint right now. Darksiders II is coming to Xbox 360, Playstation 3 and PC on June 26th 2012.
Most Anticipated Feature: Finding out the specifics of the story and where they’ve gone with it.