This time around the chains are off are we’re going wild with it – we’re aiming not to limit ourselves in terms of the setting.”Įxpediting Death’s traversal of these unique environments are two key tools: Death’s steed, Despair, which will play a bigger role in this sequel than War’s mount, Ruin, played in the original game and the multi-purpose Ghost Hook - a hook-shot-cum-Bat-Claw that allows Death to zip around the environment wherever glowing grapple points are present.ĭeath himself is an altogether svelter proposition than his brother, War. “This differs to Darksiders 1 which was set on earth post-apocalypse, so there were ruined buildings and tunnels underground and that was pretty much it. “Each zone is a totally unique environment,” Fitzloff told VG247. This is the kingdom of the Lord of Bones, a gloomy chap whose domain consists of imposing spires and skeletal enemies and whose help Death needs to progress his quest. We’re shown the tentatively titled Abyssal Plains, a netherworld region in which exists a huge floating fortress tethered to two gargantuan flying beats, thus making it airborne. There will be four major zones, each with its own hub area for gathering quests and trading equipment. “The dungeons are actually smaller, which was something else we learned from Darksiders: we had these huge dungeons, which was cool - until you had to go back through them to find one particular thing and ended up running around for 10 minutes.” “We had these great big worlds and we made people run back and forth through them a lot. “We got a lot of complaints about and that’s fair enough,” he acknowledges. "We’re looking for some cool way for players to be able to share or brag or some kind of online function." The sequel is being touted as four times the size of the original but to combat the risk of familiarity breeding contempt as players revisit areas armed with new toys and abilities, Fitzloff says they’ve streamlined the level design - something that’s been helped by the artistic freedom afforded by moving away from the post-apocalyptic earth setting and into more otherworldly surroundings. This structure looks set to be recreated in Darksiders 2, though on a grander scale. The original game featured sprawling environments which, if you were willing to re-tread some of the huge dungeon areas, gave up their secrets and revealed additional paths with the unlocking of each new weapon or ability. You’re on a mission to redeem War for his transgression that saw some 6 billion people unceremoniously and simultaneously dumped into the afterlife. In Darksiders 2 you play as another of the horsemen - the cheerily named, Death. It told the epic story of War, one of the biblical Four Horsemen, who is charged with resolving a dispute between heaven and hell but subsequently condemned for an embarrassing case of premature instigation of the apocalypse. “But, y’know what? That’s a lot of work!”ĭespite this admission, the original Darksiders was no slouch. Grinning at the ambition of it, he shrugs. “Prior to work starting on the original Darksiders, the development guys wanted to make a game that featured all four horsemen and that would be multi-player,” Vigil Games marketing manager Jay Fitzloff told me when we sat down to discuss our hands-off demo of Darksiders 2. Features randomly-generated tiered loot, a system often used in MMORPGs. Hack and slash combat with RPG-lite elements. Tipped by Vigil as being “four times larger” than the original Darksiders. The remaining two horsemen are Famine and, depending on interpretation, Pestilence or Conquest.ĭeveloped by Vigil Games and published by THQ, to be released in 2012.įeatures a ‘Ghost Hook’ used for traversing environments and in combat. In the 2010’s Darksiders you played as War, here you play as Death. Chat with developer Vigil and new shots are below. Stace Harman went along to a hands-off showing of Darksiders 2 to find out if the end of the world is all doom and gloom or one big party.
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