You’ve already played Darksiders II. You just don’t know it. Though THQ’s action/adventure sequel is still several months away, the game borrows from so many games of its genre that it immediately feels familiar. Combat is reminiscent of God of War. Navigating environments as Death quickly recalls moments of Uncharted. Equipment, experience and leveling up systems feel like a typical RPG, but with an exaggerated art style that may remind you of Kingdoms of Amalur. And through it all you get a strong resemblance to Zelda, which contains some amount of all the aforementioned titles.
Many assume familiarity or the absence of absolute originality is an unforgivable sin in a video game. Yet Darksiders II, for all that it borrows, blends the elements of its predecessors well. If a derivative game that features engaging combat, solid control and considerable depth through its customization options is a bad thing, then this industry is cursed with a number of failures.
Combat is smooth, effective and addictive, allowing you to mix heavy, light and (eventual) ranged attacks with ease. The fact that Death’s arsenal is constantly in flux helps considerably, as one second you’ll be gleefully smashing enemies with a hammer, and the next you’re testing the effectiveness of an axe. It remains to be seen how deep the fighting system will go, however, as the first 30 minutes of the game mostly focused on mashing attacks in whatever openings were available. Considering all that Vigil has learned from rival action games, here’s hoping battles in Darksiders II demonstrate a remarkable maturity as the story advances.
Death is certainly not his brother, War, and to emphatically illustrate that, Vigil designed a character that is far more agile than his predecessor. Enter plenty of Assassin’s Creed, Uncharted and Prince of Persia-esque ideas. Death not only scampers around his environments like a monkey with a mission, he can run along walls and vault up poles like nobody’s business. Most of these actions are done through the use of a couple context-sensitive buttons, and it’s a relief to see that if Darksiders II mastered one tributary gameplay element, it’s this one. Many games fail to make level navigation sensible. This game doesn’t seem to fall into that trap.
Still, even if these complaints remain consistent throughout the game, none of them will come as much of a surprise to fans (or critics) of the first game, Darksiders II borrows much, yet is still entertaining despite some rather obvious flaws. That said, the addition of loot drops, skill trees and the fundamental speed of combat goes a long way in making this sequel feel fresh. Sometimes familiarity can be a good thing, particularly when recalling some of the finest franchises of all time.
Source : http://www.ign.com
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