DarkSiders
April 23rd, 2010Score: 11/13
Written by Dan
It would be unfair to call Darksiders a straight rip off of other games..so, we won’t. In fact, nothing could be further from the truth. Vigil Games have taken post-modernism on board and branded it with their own style, thanks in no small part to the fantastic creative work by comic book artist Joe Mad – best known for the Marvel’s Uncanny X-men series. The game smacks you with comic book appeal from the off, with thick outlines and bold colours creating a world not too different from one you’d expect to see in the pages of a post-apocalyptic superhero story.
You play as War, one of the four horsemen of the apocalypse whose duty is to mediate the final battle between Heaven and Hell by request of the Charred Council. The Charred Council being the body responsible for maintaining a balance between the two opposing forces.
When mankind arrived on Earth, the council sent the four horsemen of the apocalypse to force a truce on the battle. Predicting that mankind will somehow play an important role in the future, they reckon a final war will eventually break out and decide to bound the three kingdoms with seven seals; keeping them apart. Once the seven seals are broken, the four horsemen will descend and the war to end all wars will take place.
With the call sent out that the seals are broken, War comes crashing down to Earth on his trusty steed to bring order to the chaos. But when he gets there he sees that monsters are already causing havoc on the streets – presented to you through a solid opening movie – and that the other horsemen haven’t shown up. During a fight with massive demon Straga, you discover that the seventh seal wasn’t actually broken and that the war has started prematurely. What’s more, you’re powers are weakened, meaning Starga can take great pleasure in crushing you in the palm of his hand.
The Charred Council are pissed that it’s gone tits-up, blaming you for what’s happened. Your coming to Earth prematurely kicked things off, which is the one thing you was commanded to avoid. In a final bid to make them hear your protests that the call was made but the seals were not broken, you offer to go back to Earth and seek out whoever framed you.
If there’s one thing you don’t want, it’s a bad-ass named War coming after you with a sword..
You inexplicably arrive back on Earth a whole 100 years later, with humanity already wiped out and the planet a wreck. Being a third-person action adventure at heart, Darksiders offers an incredibly designed post-apocalyptic open-world to explore. After a somewhat linear appearing introduction, Darksiders soon blossoms into a free-roaming adventure akin to that good old classic, Zelda.
Your journey will require you to explore new areas, collect items, upgrade weapons, and re-visit old areas with new abilities to discover things you previously missed. You’ll solve puzzles, kick ass and take names. The whole scope of the design deserves major plaudits, tying successful elements from multiple genres into one highly enjoyable romp. There are hardly any loading times to speak of either, and plenty of diverse looking environments to traverse between the fun cut-scenes that tell the story of your search for the truth.
Read More in Issue 23
About the game
Alba’s behind…Cuthbert’s top half…Portman’s face..isn’t it fun when you start putting things together? Imagining the perfect package out of ready available parts is something we’ve all done, but once you start thinking about how those parts will function together, you realise you’ve probably created nothing more than a stitched-up mess. It takes a lot of time, thought and consideration to bring the best elements of existing products together in a new, interesting way. Only few can pull it off successfully; when they do, the result is a glorious compilation of design and function that’s hard to hate and easy to love. Enter Vigil Games’ first major release – Darksiders.
