Publicada: 22 de abril
This game takes an open world approach to the action-adventure hack-and-slash genre by improving upon a few elements of the first Darksiders while hampering the remaining parts of the game .
The camera view isn't wide enough in most areas and tends to obstruct platforming and combat. This is a bigger problem on Apocalypse difficulty where keeping an eye on your targets is more important than gawking over the details of Death's armor.
Textures in most areas are awful for a game released in 2012 and the flat, low-res skyboxes are a distraction amongst the prettier large open areas. Darksider's art style is nice in most areas but the Lovecraftian enemy designs should be intimidating and sinister instead of appearing as goofy Disney knock-offs. It doesn't seem this was the fault of the artists because the original concept art was great on paper.
Navigating the UI with a keyboard is just as bad as it was in the first Darksiders. There's a mouse deceleration problem that carries over with a controller when aiming. Half the game is solving puzzles by either throwing bombs or placing your gun's reticle on a target and it just makes these portions a fumbling mess. Meanwhile, the other 20% of this game is pulling levers and scaling walls.
The story is a thin thread revolving around fetch quests for Death to activate a switch in three dungeons, to collect three heartstones, to collect three animus stones, to imprison three undead lords, to collect three key fragments, to cleanse three aquaducts, and to kill three bosses. Every dungeon has three different paths and every boss has three phases. There's a clear formulaic pattern here and it gets old after a couple hours.
The music leans more toward high fantasy than grimdark which fits in most areas, aside from the undead, demonic locations. Sound design is very cliche in the first hour of the game and improves from that point on.
This game requires signing up with a THQ account to make use of a single online feature, which is a mail box to send gift to your friends. It's unnecessary and makes every hub world feel like an abandoned MMO.
This design philosophy also carries over to the loot system. Instead of obtaining one-time health and energy upgrade shards, chests are purely designed for dropping randomly generated items. This design decision completely removes the value of chests because they are incredibly common and usually don't contain anything worth the time navigating alternative routes. The RNG loot is my biggest gripe with Darksiders 2 but it doesn't matter once you obtain the full set of abyssal armor anyway.
The game took roughly 20 hours to complete and 30 hours to reach 100% completion. This is no place for a horse.