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Posted by Sean on March 3, 2010
[Categories: playstation3, Review]
[Tags: ]

I’m sure by now I’ve heard lots of things about Darksiders, a lot of the opinions are centered around this game playing out very much like a Zelda game. I think thats a fair critique… but my question is, who doesn’t want a mature content Zelda game? If I recall, people have been asking for that for years.

Darksiders has you playing the role of War, one of the four horsemen of the apocalypse, however, War is alone in his return to post-apocalyptic earth… well kind of… War is promptly bound to a sort of Jiminy Cricket type character called The Watcher, who serves as a guide and as a help button in a pinch. The relationship between War and the Watcher is excellent, the dialog between them is dramatic at times, and funny at others. The background story is excellent, and the story as a whole, but the mission through the bulk of the game boils down to delivering hearts to a demon, which really isn’t all that compelling. But the way that you are caught up to what has happened in completing your mission is very compelling, I simply would have preferred chasing those baddies for that information instead of for the purpose of collecting their heart. No spoilers but the story is told as a whole, and you feel like you’ve accomplished the goal of the story so far, and leaves you pumped to see what happens next. In fact I’d go so far as to say that this is one of the better open-ended game conclusions that I’ve seen in a long time.

I love the graphic style, and the voice acting couldn’t be any better, There were definitely some moments of slow down when things get hectic, which was unfortunate. I would have liked some more types of enemies, or more ‘kill move’ animations, they got very repetitive by the end of the game. Of all the gripes you can have with a game, if thats the best you can come up with I think you’re in pretty good shape.

The world is pretty well constructed, you move through the environment, and to the “dungeons” seamlessly, I use the term dungeon loosely, because they aren’t dungeons in the traditional sense… the first is an old cathedral which is the closest to a traditional dungeon that you run into in the entire game, shattered highways, deserts, sewers, all very unique, and most laid out well. Unfortunately the clever and well planned dungeons taper off towards the end, and its almost like they were trying too hard and what they ended up with was a long convoluted dungeon, with repeating puzzles. All of the bosses at the end of the dungeons were unique and challenging, excellent stuff really. The only thing lacking in that regard, is that the bosses don’t always provide feedback that you’re hurting them, in what can be some long battles, it would have been nice to get some sort of reaction.

There is a fair amount of weapons to choose from, but most aren’t really that useful, or effective. The controls are OK, you basically have 3 attack buttons, one being your sword, and the other two can be mapped to other weapons. You can combo using each of the equipped, and its fairly seamless, there is enough attacks to keep it interesting but I tended to keep going back to my favorites. you also have access to a demon mode, when you’ve stored up enough wraith, and access to a horse later on, but neither really serve as much more than a distraction to spice things up.

I must say, I’ve had a ton of fun with this game, and I can see myself picking it up for a second play through when I get some time to revisit. I can’t think of a single niche of gamer that wouldn’t find something to enjoy here, it’s a great game that shouldn’t be missed.

Posted by Sean on February 15, 2010
[Categories: iPhone, Mid-Game Impressions, PC, playstation3, Releases]
[Tags: , , ]

Between yesterday and today, there is all kinds of news to share…

I spent a few solid hours getting through the latter part of Darksiders, I plan to have a full review out in the next couple days, so stay tuned for that, but I will say this, the ending was solid, wraps up the whole story while foreshadowing a sequel. The latter part wasn’t nearly as amazing in terms of environment and level design though, I’ll go into more detail in the review.

Secondly, Plants vs. Zombies is out for iPhone, I loved this game on PC, but it seemed like a shame to have to play it on one. I put in a little time at lunch and the controls translate very well to the iphone, and it is full of the same charm so far. I think it’s just a port, but this is the kinda game that I’d love to have for a minute or two…

Finally, I started White Knight Chronicles, it was a pretty long introduction to the game where you are a boy working for a man, who sends you on a trivial task, and ends with a directive from someone else, and/or moral obligation to save the princess… how one goes from A to B is a mystery solved only by leading characters in RPGs, and Mario… In any case… I’m not a fan of the combat system at all… you basically configure a glorified action bar, with some abilities. You gain points you can spend to learn new ones. The problem I have is that all the ones that I’ve learned so far don’t really improve my damage output. I feel as if I’m missing some fundemental information regarding how to setup my party to be effective, it feels like I’m using the same ability over and over, it’s not really fun. On top of that… the interface is very cluttered, you’ve got a combat log looking pane that takes up so much of the screen its ridiculous, you’d think they’d have some way to customize it or at least make it so it doesn’t take up a quarter of the screen. I’m going to give this one some more time to see if it gets compelling story-wise, otherwise this may fall into the DNF bucket.

Posted by Sean on January 11, 2010
[Categories: Mid-Game Impressions]
[Tags: ]

So I’m through the first dungeon, downed the fowl Tiamat (which was a bit of a struggle), and I’m now making some progress into the second area, I’ve got about four and a half hours in, and I’m amazed. I had several of those, “ugh” frustrated moments where I’d turn the system off, put the controller down, go do something else for 5 mins, and fire it back up so I can try again. It takes something special to really have that effect on me.

The level design in the first dungeon was awesome, the puzzles, though while they weren’t especially challenging by any stretch were fun. I can totally see why it draws comparisons to classic games like Zelda in that regard, but what I don’t understand in the flak the game is getting for being derivative. Yes, it is taking some tried and true queues from some games that make me feel very nostalgic about gaming. And pairing it with the likes of newer games in terms of controls and combat mechanics to me, is an amazing accomplishment. On top of that the boss battle was cool, it was an mechanic/attack pattern battle that felt very traditional but was very satisfying once I got it all figured out. If the levels and bosses persist to be as incredibly designed as they have thus far, I would definitely add this to my (fictional) list of must play titles.

The “challenge sections” as I’m going call them, are beginning to feel like filler, but there is a fair amount of diversity in each of the areas to mix it up from just the simple kill X bad guys. Instead you get a kill 6 guys with only block attacks, or killing 30 guys with only environment attacks, defend these guys for 5mins while waves of baddies come and so on and so on. This would probably have been better had they have been spread out more instead of having to do 5/6 of these challenges in a row before advancing to the next area.

Assuming things continue to be as good as they have, this is a truly remarkable accomplishment for a studio’s first title. Hopefully my full review will be out soon, but not too soon…


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