Like its predecessor, Darksiders II provides solid action, albeit nestled amid a somewhat flawed experience.
It’s also possibly the most derivative game ever made – borrowing adventure and puzzle elements from The Legend of Zelda, platforming from Prince of Persia and action from God of War.
Death believes that War has been wrongfully convicted of destroying mankind and seeks to restore humanity to clear War’s name.
In Darksiders II, a funny thing happens on the way to the apocalypse: it establishes an identity all its own, rather than one defined through the games that inspired its existence.
The game’s expanded scope which is about twice as big as the first game, and thoughtful pace (twice as long as the first game) are responsible for this.
You now have a chance to breathe between battles, and each new mechanic has time to settle in before a new one is introducedEach dungeon requires that you puzzle out how to get from one point to the next.
At first, this involves scaling walls, throwing the naturally occurring bombs you stumble upon, and pulling a few levers.
Then, you get a phantom grapple hook that allows you to swing from glowing hooks and extend your wall runs.
Throughout the 20-hour or so campaign, you’ll discover dozens of weapons of differing rarity, along with stat-boosting armor and talismans.
Kinda feels like diablo 3, no?
The freedom Darksiders II offers is something to behold – you’re able to journey around huge areas as you please, slashing enemies and seeking out treasure and loot drops to your heart’s content.
But the environments are simply too barren and often devoid of anything interesting to see or do.
These flaws are very noticeable, but through it all, Darksiders 2 still proves strangely addictive.