The internet has ruined challenges in video games. Any time you get stuck in a video game these days, you type 'Scribblenauts FAQ' into Google and suddenly you're blazing through the game. Don't do this with Darksiders. Instead remember that if you can't make the jump you're trying - press the Right Trigger.
The jumping puzzle in the last dungeon of the game is probably the only puzzle which stops being satisfyingly challenging and steps into the boundaries of being frustrating - which really sums up the entire Darksiders experience. In the entire 17 hours of the game - through dungeons and boss fights, jumping puzzles and portal puzzles and more than a dozen moments which had the lazy in me wishing I could grab a how-to from the internet I was only annoyed at a puzzle once. And only for a moment.
And then the game just went back to being awesome again. Darksiders is an easy sell to any fan of video games - it's God of War meets Zelda, with a dash of Portal (you'll see what I mean when you play) and some Soul Reaver thrown in for good measure. It's like a good rap album - sampling parts of a dozen or more games and remixing the whole thing into something unbelievably special.
The gameplay can be broken up into two parts - the God of War-esque fighting and the Legend of Zelda-esque dungeon crawling. The God of War elements are well crafted, promoting the quick change of weapons for combos involving not just the massive Chaoseater sword but Death's Harvester (a scythe, duh) and the Tremor Gauntlets (earthquake gloves) as well. You're able to chain up huge, colourful combos very early in the game - as you progress through you unlock more devastating combos by spending 'souls' at Vulgrim, a creepy demon who trades souls for stuff.
The enemies follow the typical trope of action RPGs - you'll fight just one of them in something of a sub-boss fight at the start of the game before being thrown up against a group of them later on. Most of the regular enemies posed greater threats than the boss fights - there are a handful of enemies for which I always had my "Chaos form" ready, and the developers regularly stagger out their appearance to increase the challenge further.
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Chaos form is War's big screw off 'kill everything' form - a giant demon like beast which kills almost everything in a swing or two. Fighting in Chaos form is a stark contrast to the fighting in the rest of the game - War is better as a finesse fighter, utilising (abusing) his speed to out-manoeuvre enemies. Out-manoeuvring and out-thinking enemies is encouraged with the use of your equipment in combat as well - on top of his three main weapons, War can use Mercy (a pistol with infinite ammo), the Crossblade (the boomerang, but shaped like a cross), the grappling gun and the portal gun in combat.
This is because, more than most games, combat in Darksiders involves a healthy dose of puzzle solving - towards the end of the game every sub-boss and boss fight would see me die at least once while I solved the puzzle of how to kill it. Many puzzles will kill you a couple of times while you experiment with ways to solve them - a great checkpoint system though gives you ample opportunity to beat them. The game still punishes you - usually removing a sliver of health - but not enough to discourage real experiment. There are a number of puzzles in the game which have more than one solution - often none of them immediately obvious.
The various dungeons in the world emphasise the fantastic art style brought to the game with the recruitment of graphic novelist Joe Madureira (Uncanny X-Men, The Ultimates). From a massive desert dungeon (reminiscent of a sunnier Shadow of the Colossus) to the claustrophobic Spider Dungeon, the use of colours changes wildly as you adventure through the world. The characters are impressive as well - Azrael and Abbadon two of the best character designs in a video game for a long time. As open world games go the game is graphically impressive - this is helped by the art style as well.
Cut-scenes are all in-engine - and still measures are taken to enforce the graphic novel feel present in all the writing. Fans of the comic book medium will inherently recognise frames as they play through the game, and machinima trickery gives you the impression of moving your eyes across a page as you watch the story unfold.
The story is a classic comic book plot - the anti-hero protagonist is betrayed early on, and you're pushed to find out who and why. It's set during the apocalypse, and War (one of the four horsemen) is framed for starting the party early. Stripped of his powers he has to find out how it all happened. Interestingly it's far too late to actually save humanity when you play the game - the damage has been done - so your only motivation is revenge. It draws heavily on the Book of Revelations from the Bible - leading to the plots biggest downfall, as a twist is spoiled for most Sunday School attendees.
What gives this otherwise typical story life are the characters and the acting within - except for Vulgrim every character in the game is brilliantly portrayed. My gripe with Vulgrim is that he is perhaps too creepy - my girlfriend called it the first time when she noted that he sounds like a paedophile. The voice acting from everyone else is fantastic - instead of your typical American Accent the major characters all speak in contemporary radio English. However - and this might get me shot - I feel Mark Hamill's voice acting might be a little one dimensional, with his Watcher being a Joker without any laughter in his voice.
Darksiders is an absolute must have game, and the best possible way to start off gaming in 2010. In a year where almost every anticipated game is a sequel, Vigil Games has delivered a brand new IP the only way possible - flawlessly. The combination of action and puzzling is so perfectly calculated it screams 'gamer' - there's a gamer at Vigil with some power and s/he knows exactly what we want in a game.