SallyNasty's Game Club — Darksiders (Dec. 2018) — Is it any good? Sounds like the answer is "no"

haha I was thinking about that, too.

Samael: Make me the most powerful being on the planet, and I totally won't turn on you.

War: Okay.

Chosen: Hey, can we talk about this? I already have the power Samael wants and I'm willing to negotiate.

War: Nope. I've got a deal in place. Thanks, though.

Samael: Thanks, sucker!

Hot take: remake this game as a noir detective story in which War has to clear his name by travelling a ravaged earth, interviewing and making back room deals with horrific demons in order to figure out who murdered the victim (and by victim I mean the human race).

That would be a much better game.

I'm midway through the dungeon where you get the Voidwalker, aka the Portal gun. If I recall correctly, that means that I'm within a could hours of the end of the game. I have no idea what's going on in the story.

I normally feel well-equipped to follow these kinds of stories that are all Proper Nouns and people referred to exclusively through Official Titles. I don't typically have trouble understanding them.

But this one feels like utter nonsense. Or not precisely nonsense, because it's obvious that there's some kind of grand mythology underpinning the whole thing and that the conflicts here are only a small part of a much larger story. The world building is all there; the plot is what's gibberish.

I was a reader for someone once who had written a fantasy novel. He said that he had written all "the exciting parts" of his story but now needed to go back through and write in "the boring stuff" in between. The boring stuff being the setup and context that made those exciting parts actually exciting for the reader.

Darksiders reads a lot like that guy's novel did at the time. Big fights, portentous conversations, people becoming massively powerful and threatening to tear people's hearts out, but without any connective tissue to make anyone or anything worth caring about. Or on an even more basic level: setting up who the people in these scenes actually even are prior to the first punches being thrown.

I couldn't tell you the significance of the major character I just met, and frankly, neither can Darksiders. I'm sure that someone, somewhere in Vigil's studios could have told me, and I bet it even would have been an interesting story. But whatever needed to happen to get that story into this game, simply didn't.

i need the disk space for whatever wins the CRPG club thread this month (probably Dragon Age Origins) so i'm redoubling my efforts to get this out of the way asap. I decided not to go hunting for side extras this time around - didn't seem much point (the armour is pretty much useless in a first playthrough anyway since by the time you can get it you've practically beaten the game already).

So yeah, started on the Black Tower dungeon, too.

meeeeeeh.....now I'm pondering just throwing in the towel. I'm half way through the tower dungeon and it's really dragging it's heels. Plus I've already beaten this two times in the past anyway, and I could really use the disk space.

*checks to see how much of the game is left*

Oh, sh*t! yeah I forgot there's still that whole Armageddon sword back-tracking scavenger hunt to go through.

Yeah I think, sorry but unfortunately, i'm going to draw a line under this I think. There's so many other things I could be playing or doing instead!

You've paid your debt to society. Be free!

I've just got the hookshot thing in the spider dungeon. Still weird confusing dungeon design. I figured as long as I keep moving forward it's ok, but now I have to backtrack to kill the remaining spiders.

I've been considering throwing in the towel too. I'll keep ploughing through until Christmas at least, but I probably won't have time to finish up after that until the new year at least.

ClockworkHouse wrote:

I'm midway through the dungeon where you get the Voidwalker, aka the Portal gun. If I recall correctly, that means that I'm within a could hours of the end of the game. I have no idea what's going on in the story.

I may have had a drink or three when I first started playing this, so I figured I missed some major plot points and that was why I've had no idea what's going on. It's good to know it's not just me, I guess? Your analogy is great - I feel like there's so much prior knowledge that I'm expected to have in order to make sense of anything, but nobody bothered to write it.

A bit late. But tuning in for next month just in case.

That thread title had me laugh out loud at the end of a crappy day. Congratulations and thank you, ClockworkHouse!

Found Twilight Cathedral, enjoyed the change of pace for a bit, got a bit lost, and squashed a gross bat. Time to return to Samael...oh, no recollection where that was and too little motivation to find out? Oh well. I'm glad to have given this game more of a shot, but also fully comfortable dumping it in the nope category now.

I have started to envy the quitters, the people who never started playing this, and the dead.

I finished the Black Throne last night, which is The Portal Dungeon™, and my God, it was a slog.

This might not be a relevant observation for some of you, but: the Black Throne is pretty much everything that's bad about Darksiders II condensed into a single, interminable package.

It has the same problem where exploration is rewarded with things you don't care about. In this case, more souls, either in the form of treasure chests filled with souls or Artifacts to later trade in for souls. I don't want more souls by this point in the game. Souls get me more moves, and I have all the moves I want. What I want, what I really, really want, is a bigger health bar. That's the one thing you _can't_ buy with souls.

The level design has taken a sharp nose dive. Basically, you have a central tower with three wings branching off of it. You have to go into each wing, defeat a boss to charge up a battery, then use your not-a-Portal-gun to bring the energy of that battery back to the central tower through the same areas you just passed through. Going out to face the boss, you're stopped every couple rooms for brawls against increasingly numerous groups of the same enemies, who at this point in the game are all enemies you've fought previously but with new skins and more hit points. The bosses you fight to charge the batteries are basically the same fight three times with only minor variations, and the kinds of puzzles you have to solve to bring back the battery charges are also nearly identical.

So yes, you read that right: you do the same thing three times; a thing that is already inherently incredibly repetitive. It's awful and obnoxious.

I remember somewhat liking this game when I played it back on the 360. I want whatever drugs I was on back then to get ported forward in time. That was some good sh*t.

bobbywatson wrote:

That thread title had me laugh out loud at the end of a crappy day. Congratulations and thank you, ClockworkHouse!

You're welcome!

I’m not playing along this time but the memories are coming back - that was maybe the worst offender, but the whole game is stretched a bit thin. If they had trimmed it back to 8-10 hours by removing the repetition and backtracking it would have left a better impression. But overall I’m happy I played it and still keen to try Darksiders 2 at some point.

Redherring wrote:

But overall I’m happy I played it and still keen to try Darksiders 2 at some point.

Imagine the kind of game you would like Darksiders II to be. Load it up in your mind. Savor the music, the story, the art, the gameplay. Really sink into it and spend some time.

And never, ever play the real thing. Repetitious and stretched thin don't even begin to describe the thinnest veneer of content they managed to scrape over so many hours.

Counterpoint: Darksiders 2 should be played for its first six hours or so. Enjoy the music, pretty colors, goofy characters, and epic first boss fight.

Then put it down.

I can get behind that. Just pretend the game ends there.

Well, that's Darksiders 2 off my 'want to play' list now...

And finished. I think I'll be the only one who does this month.

The ending to this game is just oozing cool. I wish the sequels lived up to it. Or even had anything at all to do with it.

i kinda felt with the ending, at the time at least, the long term goal was to have a solo game for each rider, leading up to the point where they all meet up at the end of the first game (chronologically speaking) and then have some sort of climactic finale to the story arc with all four involved.

ClockworkHouse wrote:

And finished. I think I'll be the only one who does this month.

Yep, I've reached the end of my gaming for December and I'm only two-thirds through the Black Throne. Now that you've said that ending is oozing with cool, I'm pretty tempted to persevere through it. And I've come so far that it seems sad to give up now. But that's January's work!

Although the repetition is ridiculous in the Black Throne, I like that itimmediately establish an overall objective so that, unlike the other dungeons, you actually know what you're working towards. I felt like the other dungeons were just a matter of constantly moving forward and hoping that's what you're supposed to do, with nothing really tying the dungeon together the way Zelda would do it.

Next month's game thread is up: Dead Island.