Tuesday, 28 January 2014
Thursday, 23 January 2014
Tuesday, 14 January 2014
Let's Talk... Darksiders 2
The original Darksiders, although a great game, bordered the
dangerous line between being a respectable homage to the Legend of Zelda series and just being a straight up knock-off. Vigil
Games could have easily crossed that line with Darksiders 2, but with a solid
formula already established and a potentially vast world to dig into, Vigil
Games has kept much of the original game’s original concepts and expanded on
them in a way that feels both smart and natural.
In Darksiders 2, you play as Death, one of the others
horsemen of the apocalypse, as he attempts to get his mighty unpopular brother, War (the protagonist of the first game and
another horseman of the apocalypse), out of a whole heap of trouble. Although
knowledge of the events of the first game would make it a little easier to
follow the story of this game, you wouldn't be at a major loss if you have no idea
who the four horsemen are or who belongs to which faction etc. Also, instead of
taking place on a ruined Earth like the first, the game is instead set in an
entirely different world and is constantly switching between the land of the
living and the land of the dead. The change of scenery adds some much needed
variety to the environments and allows for some much more interesting and far
more fantastical set pieces.
Death looks and plays very different to his brother, War |
Unlike the heavy and powerful War, Death is a significantly
quicker and more agile character straight from the get-go with a trusty pair of
dual-wielded scythes being the main tools of your arsenal. Of course, scythes
aren’t the only weapons at your disposal. The game’s new and engaging loot
system offers plenty of opportunity to frequently upgrade and replace your
current equipment with armour and weapons. As with any loot-driven game,
weapons are totally defined by their attack speed (there’s essentially one type
for slow, medium and fast) and the various attributing stats they may wield
(which include things like critical strike chance, life on hit, life on crit
etc.). Naturally, the addition of loot makes Darksiders 2 as much an RPG as an
action game.
The same can be said for the addition of the very standard
quest system that allows you to track the main quest and side quests. The side
quests are fairly standard for the most part and you’d do well to get through
them all without getting bored of their repetitive fetch-y nature. These quests
are usually simple tasks like searching a dungeon for a particular item, or
killing X for Y, but some more interesting side content begins to open up
later, such as the round-based survival arena that will offer you loot for an
exit every five rounds. For some, changes like adding loot and quests, although
pretty smart changes, may move the feel of the game too far away from what made
the first Darksiders feel so different and it almost feels like Darksiders 2 has
lost some of its identity by doing so.
The world is enormous compared to the first game, but it's easy to forget that with all the immediate fast travelling the game offers |
The combat isn’t exactly difficult but sure is satisfying
when done right. The different weapon types and the variety of stats available
from armour and weapons allow you to build your character in rather dynamic
ways. For example, my preference was to equip the fastest weapon type, a pair
of claws, and attempt to max out my critical strike chance and life on kill as
much as possible, which paved the way for me to just tear through some areas.
On top of the gear is a two-sided talent tree that basically has one side for
ranged attacks and summoning minions, and the other for melee-focused
obliteration.
Floating combat numbers aren't the only thing that make the game feel more like a standard RPG, but its a nice addition nonetheless |
Overall, Darksiders 2 does a great job of expanding on the
story and gameplay of its predecessor whilst still adding enough to keep it
fresh and iterative enough. The change of protagonist and change of setting are
both smart and natural changes that do the game a great service. However,
although the addition of loot and a standard quest system are positive changes,
they take away a significant part the series’ identity. Either way, with two
solid games under their belt and still another two horsemen of the apocalypse
to explore, Vigil Games have plenty of room for another sequel.
Tuesday, 7 January 2014
Let's Talk... DmC: Devil May Cry
As someone who has never been a fan of the Devil May Cry
series in any capacity, DmC: Devil May Cry was a pretty great surprise. This
flashy reboot moves away from the series’ traditional roots of extreme
difficulty and replaces it with a considerably less challenging and more
accessible experience. The game’s extremely stylish art style and excellent
level design easily outweighs the satisfying yet simplified combat system, and
it certainly seems to be more the focus of the game.
A satisfying and rewarding combat system is great fun, but it certainly isn't as difficult as previous DMC games |
When compared to the previous games, the combat certainly
appears considerably “dumbed down” at face value. But as new weapon unlocks and
a whole host of purchasable combos add layer upon layer, it eventually becomes
pretty complex. Some enemies appear in ethereal forms that will only become
solidified when using the right weapon. Some enemies require you to pull off particular
combos to leave them vulnerable. And, of course, the Devil May Cry trademark of
knocking up enemies and juggling them in the air with your guns is well intact.
The combat is certainly no cakewalk, especially at the higher difficulties
(which actually get quite creative in how they alter the challenge of the game,
for example, all enemies die in one hit but so do you) and involves a lot of
switching between different weapons and doing your best to look as stylish as
possible.
A gorgeous art style and some great art direction elevate every inch of this game's appeal |
Fortunately, the game’s reasonably deep scoring system incentivizes
you to do just that, and plays its way into almost every aspect of the game. At
the end of each level you’ll be given an overall score based on how fast you
beat the level, your combat rating and how many collectibles you found. The
score is an arbitrary completionist figure aside from the upgrade points you
obtain from higher ratings, but the drive to get those S ranks is a great way
to encourage you to experiment with the game’s angel and demon weaponry, which
act as light and heavy attacks respectively. Although the combat is relatively
easy on the default difficulty, the way that the game’s scoring system is
constantly rewarding and punishing you during combat can actually make it
rather brutal. An excellently executed combo can get your score right up there
but your letter grade score drops a couple of levels whenever you’re hit.
The fact that all of the gameplay takes place in the demonic
limbo/fake reality allows the designers to truly go crazy here. Mundane
environments like warehouses or just typical streets are mutilated, twisted and
transformed into the most ridiculous and just unrecognisable landscapes of such
incredible creativity. As well as bringing some extraordinary environments, the
game also throws some truly memorable boss sequences your way, too, which,
whilst not exceptionally difficult, won’t be forgotten for a good long time. It’s
difficult to explain some of the crazy environments and do them the justice
they deserve; they’re certainly something to be experienced first-hand. The way
that the things form and explode all around, the way that titles and
information appears and overlays on screen, and wonderful usage of a varied
colour palette makes for some visually stunning and truly unforgettable set
pieces.
Screenshots alone don't do the crazy level design justice |
Overall, DmC is a super stylish and hugely enjoyable
experience with a couple of truly outstanding moments, but having the Devil May
Cry name stamped all over it may in fact be its downfall. Fans of the older
games will probably hate that this game even exists, whilst anyone who hasn’t
played a Devil May Cry game will probably just be put off by the notorious
difficulty of the earlier games. Nonetheless, DmC is an incredibly stylish
reboot with some decent promise for another great sequel, and although the
action is solid it’s the game’s amazing level design and awesome art direction that
elevates this well-made and accessible character-action reboot into crazy
levels of stylishness.
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