Average User Score: 7.8Jan 4, 2013Vigil missed why everyone was excited about Darksiders II which was because Darksiders I was a fun and interesting game with room for improvement which everyone hoped to see in Darksiders II. Instead it was exactly like Darksiders I in every regard but far less engaging. The story is very bland and difficult to be interested in. Death's character was extremely uninteresting. The combat a very standard hack and slash with press A over and over but sometimes with pauses between slashes to do a different variety of slashes with an occasional dodge here and a "super demon mode" there. A drop system was added that doesn't really add provide a sense of progression since using one weapon over another may literally be the difference of hitting an enemy 2 more times or not. There are not even that many weapon or armor designs which means all you have to look forward to is different shades of gray, black, blue, or purple to wear through out the game of items you have already acquired. The replay value is pretty much no existent since everything here can only be categorized as 8/10 which does not beckon people to play a game over and over again on various difficulties, especially when the lengthily and uninteresting dungeons are the core component of this game.
The puzzles/dungeons were by far the most frustrating part of this game not because of their difficulty but there tediousness and uninspired designs. I found myself figuring out the puzzles in the game at a max of 5 minutes but found myself spending 20 - 30 minutes carrying out all the actions to complete the puzzle. Taking a long time to complete the puzzle is okay when it is actually fun to put to the pieces in place (see Portal series). There is nothing fun about the executions of the burrowed designs from other successful and fun franchises (Zelda, Prince of Persia, Portal). The portals, wall running, time traveling, gadget getting were fun in those other games because of their innovative nature and cleverness that left a sense of satisfaction in your head once you completed. I can still remember the times I completed memorable puzzles and enjoying myself in the process from the previous games I listed. I beat Darksiders II yesterday and I can't recall how a single puzzle looked now. The only thing I remember clearly is how annoyingly and terrible the soul splitting puzzles were. The moment you unlock this ability in the game is the when you experience the death of fun. You can tell that Vigil was so proud of this design with how often they forced the player to do it. But in actuality, there is nothing fun about putting a stone version of yourself on a platform and pushing yourself through a passage. In conclusion, Darksiders II meets the very definition of "Just Okay." Everything Vigil used in this game came from very successful formulas, which is the core of the problem. In order for people to really love a game, innovations need to be created and used effectively instead of copy and pasting popular elements from successful franchises. Something needs to set the Darksiders series apart from the rest of the games out there but nothing comes to mind that does at this point. I am noticing that Vigil is not the only studio that does this but actually almost every studio associated with THQ. After playing Darksiders II, it is very clear why THQ is suffering financially.… Expand