Round 61 has Stalagmite step out of her comfort zone. As opposed to reviewing an old Nintendo or Sega game, she opts to review a modern game and it seems to have paid off for her as she walked away - surprised - the winner. She describes it as a game that has more to offer than it can keep up with, stating that Darksiders 2 suffers from a bit of an identity crisis while at least being fun to play more often than not.
Darksiders 2Score: 7/10 Genre: Action/Adventure While it has a fantastic soundtrack, exciting combat and creative puzzles, they aren't a good enough laxative for this game.
Released in 2012 by Vigil Games, Darksiders 2 is what happens when you try to reinvent your product when all it really needed were a few kinks readjusted and one section worked on... and make things a bit worse. The first Darksiders game was what happened if the Zelda series had more combat, more blood and voiced dialogue (something I dare say Twilight Princess and Skyward Sword sorely needed but that's just my opinion). It was, if nothing else, a rather interesting take on the Zelda series that was a lot better than Twilight Princess. Darksiders 2, on the other hand, ditches the Zelda style and adopts the Fable style, or at least an abridged style of it. That is to say, it revolves around exploring an open world to find and go through dungeons in order to complete quests and find some goodies while you're there. At least it doesn't suck hard like Fable does, but when all is said and done, Darksiders 2 could've been a lot better.
It's not as if Darksiders 1 was a work of Shakespeare, but at least it had a sense of progression with a couple of interesting moments every now and again, and having The Watcher (voiced by Mark Hamill) made things better. Darksiders 2 doesn't even do any of that. The idea is that Death is supposed to clear War's name as he either knows or is just damn sure that it wasn't him who prematurely started the apocalypse. Unfortunately, the means of getting there revolves around him being every NPC's errand boy, fetching ingredients and dead kings in exchange for nuggets of information. Said nuggets are more like McNuggets as they tend to have no value whatsoever, save for arbitrarily getting you closer to your goal. I say arbitrarily because the story never actually develops, nor do the characters besides Death matter one bit because you're never given much time with them and while you can make the argument that everything said and done is doomed by the events of the first game, eh, it doesn't mean you can't weave a little interesting sidestory or two!!