Tuesday, July 26, 2011

Darksiders 2

There are many games in the current landscape, than blatantly commercial (the majority) to intermediate categories, up to the narrow circle of productions that make the continuous improvement of their features a starting point for bringing a brand of good quality at a level of complexity yet more high.


Darksiders 2 belongs to this category: the first chapter was a well-made game that was designed as a strong outsider in the console market.


Yet its blend of genres (action and RPG on all), combined with a penchant for swashbuckling than other titles can boast, it had made a very appreciated by the general public apart from some defect of YouTube.


Fourteen months have passed and the processing of Darksiders 2 proceeds without a hitch for the realization of what should be a game of considerable thickness, will not to raise the salivation of fans of the series and, above all, to gain new adherents to the cause of our Angel of death.


The first impact with Darksiders 2 rather surreal, like the atmosphere that is breathed in the role of the protagonist of the first game: even in this case we will make the place of Death, one of the horsemen of the Apocalypse that will try to resurrect his brother War the protagonist of the first episode.


Unfortunately, the planet has experienced a period of relative peace in quiet following the departure of our companion of devastation, and now you have to be a move to bring back the right dose d action inside of lande so far only from some wire rattled in the wind. From this premise inspired the first cutscene of the game, which sees Death coming to grips with a giant Bell suspended on a well by the seemingly endless depth.


It takes a few seconds to realize that each cutscene promises to be a concentration of tamarraggine and black humor as not seen for some time: to announce to the Lord of Bones, the good Death couldn't find a better way if it doesn't turn into an Angel of death by fifteen meters instead of playing the cowbell, cut half scardinandolo from his home and causing him to plummet with an infernal noise in the depth of the underworld.


In response, a kind of ship steering wheel designed by a designer under heavy doses of acid fog appears from depth of evil: our first two horse salter snakes that are driving and then landing on the platform level pi low flying and start cos the game itself.


Also in this case, the answer on which c place for everyone was certainly apt in its audiovisual component, and decidedly humour bystanders on the characteristics most unabashedly glamour of Darksiders 2.


However, the Treaty of Nice only a vision but also a first glimpse of what are the features of this game in terms of content: in his acrobatics Death did immediately off of a grappling hook similar to that of Castlevania: Lords of Shadow, not to mention the ability to gymnast consumed worthy of a cross between a howler monkey and Nathan Drake.

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