Story:
SCORE: 4/10
As I mentioned in the introduction, the story is based on the idea that four horsemen will appear one after the other once the end of time approaches and judgment will be brought upon everyone that has not follow the commandments put forth by God. I do not know the apocalypse from the bible verbatim, but that is my understanding of it. Darksiders twists the story a bit by making the horsemen righteous entities due to the fact that they are supposed to bring "balance" to the fight between heaven, earth, and hell. However, the search for balance is thrown off when you are summoned before your time by an unknown entity.
The story has enough name dropping and indirect references for people to be able to relate it with the bible and other apocalyptic writings; however, the story does not go into explaining anything other than its own premise and goals. In the end, this helps the story from getting overly religious, but it makes it feel like aliens from heaven and dinosaurs from hell would have worked just as well. In other words, they place the game in a mythological environment that they are weary of using... so why do it at all? After being tricked War is given a chance to redeem himself by fixing the situation down in earth and killing the perpetrator for his own revenge and for restoring the balance. War simply heads out to find out why, how and who tricked him into appearing before his time, killing that entity and returning to his former glory without further a due. Throughout the game there is plenty more names dropped into the story, but none of the characters really become part of the story in a relevant way so that you actually care about them.
The story ends quite abruptly with obvious and expected plot twists, dramatic cutscenes, and a paved road for a sequel. I felt that the mythological (or religious) story was used to make a supernatural setting without the need of much thinking (Yes, this is my opinion with God of War as well). I was quite disappointed with the story; It did not explain the mythology and it felt extremely disconnected from its basis without a good reason. Nothing seems to make sense because they do not explain to you the story completely at the fear of becoming a bible game, but in my opinion that was a mistake. If you have such a fear and cannot visualize how to make a 'bible' game that is worth playing, then you should not pick that mythology setting altogether...
DISCLAIMER: I was raised a catholic; I know the bible's apocalypse story very superficially. I am not religious and do not specifically desire a bible game at all.... Actually, I despise them just as much as any other educational game.
Gameplay and Design:
SCORE: 9/10
This section can be boiled down to a single sentence:
Why fix what God of War has perfected?
Honestly.... Darksiders plays exactly the same as God of War: It plays at the same speed, fast but with enough gaps to allow enemies to hit you; War has a lot of similar moves in comparison to Kratos, such as counters, magic, area of effect slashes, etc; leveling system is based on the blue souls (red orbs in God of War) collected from chests and enemies; the use of green and yellow souls (instead of orbs in God of War); temporary Chaos Form... granting invincibility, extra damage, reach, etc; even the "dramatic kill moves" triggered by the same fucking button... circle. Simply put; there are too many similarities; it would not surprise me if they actually purchased rights to the game engine from SCE Santa Monica Studio, but there are no official announcements about this that I could find.
The gameplay varies sharply on one of the items that you get to use later in the game. This item is the voidwalker; it allows you to create portals as in Portal from Valve. The cool thing about this item is that they implement the item for both puzzle solving and combat (although only for mini-bosses, but new feel nonetheless).
Another, thing that is fairly new is fighting on horseback. Ruin was actually given a whole level for running around: The Ashlands. There you confront several enemy types and a unique one to this level on Ruin (Wurms). There is also boss battles which require that you master control over Ruin; the implementation of horseback riding and combat is perhaps the most original in this game, at least in comparison to God of War. I found myself riding on Ruin even if I didn't truly need to and the boss encounters that involved Ruin were the most entertaining in my opinion.
I realize that this comparison with God of War makes it seems like I am trying to bash the game, but this is not my intention. I just mean to point out that these two games are extremely similar. As I said at the beginning of this section, this game copies all the good stuff from a game that is already established and attempts to add to experience in a small way. In the end, I deduct a point for lack of originality, but I think there is little they could have done to improve the system while still trying to capture the same audience. Plus, the elements they appended were fitting and well received.
Presentation:
SCORE: 6/10
The art here is similar to that of the board game Warhammer 40K minus the guns. Characters look bulky, even if they are categorized as slick and agile; exaggeration of proportions is common practice in Darksiders as well. Art is also comparable to God of War in technical quality. Environments, enemies and such look good enough to not be judged. Bosses and major characters tend to have more detail and differentiating characteristics as it is always expected. There is only one woman in the game.... and coincidentally she is the only skinny humanoid (not counting the ghosts) character in the whole game. Voice over is good, but not great. Cutscences can be quite disappointing as they often picture a conversation previous to a fight and nothing truly worth a cutscene.
Overall, I think the presentation is intrinsically hurt because of the lack of story and clear purpose in the game. However, Vigil provides gamers the expected traditions of cutscene action that has been exploited in the last decade. It is hard to say that the formula is terrible, but it is most definitely not great.
Lasting Appeal:
SCORE: 2/10
This game is quite long. It took me about 40 hours to finish (including the search for all the collectibles in the game). I will admit that playing Darksiders doesn't get repetitive because it changes scenery and item exploit much like in Zelda games, at the right time. Darksiders, however, has no lasting appeal other than trophies/achievements. The only reason you would not resell this game is because you are a game collector or your friend borrowed it. Sadly, this game is a perfect rental or used turn-in product.
Overall Score: 5/10
I would recommend people to play this game if they truly love the hack and slash action genre. It is silly fun without an engaged story line. Simply put, if you like hacking enemies because it looks cool and killing unrecognizable bosses because it gives you a raw sense of achievement by all means buy and play the heck out of this game. Otherwise... just get a PS3 and play God of War....
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