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REVIEW THE DARKNESS |
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PUBLISHER
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2K GAMES
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DEVELOPER
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STARBREEZE STUDIOS
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GENRE
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FIRST-PERSON SHOOTER
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PLAYERS
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1-8
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PRICE
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£44.99
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RELEASE DATE
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OUT NOW
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Few licensed games go beyond the realms
of their source material, but The Darkness
does it in a fun, gritty and engaging way
that shows other developers how it’s done
on the PS3. This
unique FPS will
find many fans
upon release.
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SCORE
25/MAY/07 |
91% |
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It’s been a frustrating 2007 for PS3,
without question. We all enjoyed the
launch period at Play because we
unanimously agreed that there was at
least one above-average title for everyone. Be
it MotorStorm, Resistance or Virtua Tennis
3, everyone had the opportunity to enjoy
the console, and in the context of previous
PlayStation launches it could easily be
deemed the best ever. Since then, though?
Nada. Oblivion, then, but since that title is a
360 port, we’ll stick with our ‘nada‘ answer.
The Darkness, however, fills that frustrating
post-launch void with more substance than
an oiled sponge cake. While we’ve kept the
game on our radar for some time now, we
weren’t always certain of how it would turn
out, especially given the uninspired nature of
PS3 FPS games so far. How wrong it would
be, though, to assume that The Darkness
would disappoint as Resistance did: this,
unlike many of the PS3 titles we’ve had
foisted upon us since launch, is one that
finally makes use of its next-generation
hardware. That doesn’t mean The Darkness
is a free-roaming, gigantic monolith of an FPS
in which you take tanks across a weird haloshaped
thing, but is instead a unique shooter
that uses the hardware in a new way.
First of all, you’ll notice that Starbreeze is
trying to tell a story, and that it also does a
pretty good job of it. Loads of games try and
fail when it comes to story (Halo 2?), but
only a select few pull it off in an acceptableto-
everyone, general way. The Darkness
almost perfects it with a gritty tale of the
coming of age merging with the oddest and
most disturbing gangster plot this side of
Godfather III. Luckily, it’s disturbing in a more
appropriate fashion.
Still, when we say “pretty good job”, you’ll
know that we’re not completely enamoured
by the story. The plot itself starts and ends
very well, and the twists here are easily
the best ever seen in a videogame. Some
of the expressions in the cut-scenes are
perfect, and the only thing that limits the
experience is the occasional lip-syncing
issue with, ironically, the main character,
Jackie Estacado.
While the style of voice
acting in this game is
absolutely spot-on,
you always have the
nagging feeling that
Jackie’s mouth is more static than the voices
dictate. This is a very minor issue, though,
and you won’t stop yourself spiralling into
the story as Jackie does. It isn’t an easy tale
to swallow, remember, so prepare for some
extremely depressing twists that make the
game perpetually unpredictable.
The game starts in NYC. You play Jackie
Estacado, an orphan taken in by the mafia
from an early age, and you’re struggling
to hide this fact from Jenny Romano, a
childhood sweetheart. Uncle Paulie, the man
who took you in and made you a killer, has
decided that you’re too renegade and soft
for the mob. Thus, he has fashioned a plan
to kill you. It involves bombs. After escaping
this fate, you decide to use your mysterious
Darkness powers to take revenge.
Think you know The Darkness now, as
a revenge-driven gangster game? You
absolutely don’t. You see, at the end of the
first chapter something massive happens.
In terms of plot, in terms of atmosphere
and setting, everything as you know it turns
around. The Darkness evolves, it transforms,
and suddenly you’re playing a completely
different game from the one you were
playing before. You’re in the trenches of the
Great War, only nobody ever dies. Welcome
to the Otherworld.
The Darkness is an FPS, no doubt about
it, but the powers of The Darkness and extra
elements push it into the realm of adventure.
Elaborate side-quests, secret phone
numbers and TV shows detail the area of
New York, adding variation to a genre that is,
at best, a bit stale. Although you’ll spend too
much time in the New York subway, there’s
enough in these civilized sections to keep
you busy for hours.
Still, the gameplay itself is our main
interest. It begins as a regular FPS, but it
soon evolves into something beyond that
with the extra abilities in tow. Soon enough,
you’ll find yourself sneaking up on Paulie’s
gangster cronies with the creeping dark,
lobbing police cars with the demon arm and
creating black holes to tear up entire groups
of villains. By this point, you’re barely aware
of your weapons as you try and come up
with fiendish, tactical uses of your powers.
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Using the basic weapons is actually a
punishing affair. You could run in, cackling
with glee as you tear up the place with
double Uzis, but doing this alone will mostly
kill you. The enemies are smart bastards,
and they’re well positioned. They have
tactical spots, people hiding behind objects
and others to simply draw your fire. Even
on the easiest difficulty setting, this isn’t
an easy game, and you start almost every
battle at a disadvantage. Making use of The
Darkness powers is beyond essential, and
they’re also fun to boot.
Starbreeze has worked hard to de-gimmick
these features. Using them requires you to
charge up your Darkness gauge which, in
turn, requires you to take out the lights in
order to initiate it. This can be frustrating
at times, but the sheer fun you can have
with them validates the often long periods
of shadow making. Picking up a police car
with the Demon Arm, a gigantic demonic
whip, is immensely satisfying, but dropping
it into a graveyard or using it as a battering
ram? That’s the clincher. Unique, gratifying
and constantly thrilling, you find yourself
scrambling to incorporate them in battle,
purely on the basis that you’re not used
to having such freedom in a videogame.
Developers often mistake freedom in games
as mere rehashes of the GTA formula, while
Starbreeze have clearly acknowledged that
the fundamentals of the FPS genre required
evolution for the next generation.
Does that make us sound like pompous
twits? It does a bit. Well, to break it down on a
simple, boring level, The Darkness is good. It
oozes quality, and the issues it has are fairly
hard to come by. While we already mentioned
the frustration caused by taking out the
lights, this becomes much easier in the latter
parts of the game. One of the Darklings you
can summon (those little goblin things we
made a big deal of in our previous looks at the
game) is called the Lightkiller, and its special
ability is to put out the lights, as well as giving
enemies a healthy dose of electrical charge.
In addition to this, the Demon Arm takes out
the lights in a near-automatic fashion by the
middle of the game; thus, when you find the
game has an annoying habit, the Darklings or
Jackie’s abilities take care of it for you.
The Darklings themselves are a formidable
part of the experience. You could, if you’re
a jackass, ignore them altogether, but
they’re amusing and odd enough to justify
your attention. Ordering them into position
requires a simple tap of the square button,
while the same button returns them to your
position. Keeping them out of the light can
be a pain, but in the right circumstances
they can save your skin. There are four kinds
to collect: there’s the stabbing and biting
Beserker, the barely female Gunner, the
explosively suicidal Kamikaze Darkling and
finally, the aforementioned Lightkiller. Some
are better than others, but the use of each
one is always determined by the situation;
if there are too many enemies, then the
Kamikaze will likely fail. In a stealth situation,
however, he would become the most relevant
Darkling available. The Beserker is more
useful in tight situations, and so on.
This level of tactical consideration sounds
a little forceful on paper, but in the game it
becomes a natural part of the experience.
There’s one section, in the third chapter, in
which you find yourself bombarded with a
SWAT team. Some are hiding, some are in
high positions and
others are gunning
for you directly.
On top of this
shit-hitting-the-fan
action, they all
have riot shields, and are, therefore, difficult
to hit. They’ve also activated spotlights,
wouldn’t you know, so the whole ‘Darkness’
thing you have is made pretty redundant.
How, then, would a person solve this
spiralling madness? Well, you’d initially
hide in the entrance tunnels. After using
the Creeping Dark to take out the hidden
enemies, you end the higher enemies with
a well placed Black Hole. Then you can use
a Lightkiller Darkling to take out the lights,
before polishing off the easier-to-hit SWAT
fools with a dose of gun-to-legs firepower,
followed by a nice Demon Arm through the
chest. Job done.
That though, is just one interpretation
of how you would beat that section of The
Darkness. The amount of variables thrown
at you is, at first, overwhelming, but time and
experience with the game will teach you to
optimise your abilities, which then allows you
to have the most fun possible. Along with the
gorgeous graphics, the great story and sheer
grit of the atmosphere, the gameplay in The
Darkness is a cut above in terms of variation.
Then again, we weren’t entirely surprised
by this level of quality. As we reckoned in our
previous looks at the title, Starbreeze was
a developer of both skill and commitment,
with its Chronicles Of Riddick title echoing
a similarly intelligent use of a moderately
successful licence. In all honesty, we don’t
think that a big-budget Hollywood movie
could interpret The Darkness comics with the
same quality or attention. This isn’t like the
Spider-Man games, for example, where the
developer simply took note of his swinging
ability and developed the game from there.
Starbreeze genuinely squeezes every last
drop of possibility from the comics, and in
doing so it puts every other comic, film and
television licence to shame.
It’s easy to isolate The Darkness’s good
points. The amount of stuff you can mess
around with masks most of the issues with
it, but after some time they become more
apparent. Adventuring through the streets of
New York, for example, can really take its toll
on you when you’re forced into the subway
for the umpteenth time. It wouldn’t be so
bad if it were all a giant, seamless New York
that you explore without boundaries. Instead
of that, however, small scenes of Jackie
– usually posing or telling a story about his
past – break up the action. These scenes
are load screens, essentially, and while you
appreciate them at first, hearing Jackie’s
story about Candy the prostitute loses its
credibility the fifth time around.
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As we said, we don’t expect a sandbox
experience with a title like The Darkness,
but loading screens are a little irksome on
the PS3. It feels like a necessary evil for the
action available, but we were really hoping
for a seamless experience. Not so, sadly. Still,
when you’re moving in the right direction
they’re a great substitute for real cut-scenes,
which often require their own load times. A
double-edged sword, then: interesting and
captivating when relevant, trite and angering
when they’re not.
The subway exploration loses its charm
pretty quickly, but there are reasons to linger
in these detailed environments. For one, the
game has a ton of varied side-quests that
extend the length of the experience. Trust us,
you’ll want do them. For example, a lady from
the south, Charlene Warburton, challenges
you to pick up some coins off of the train
tracks. Crazy shit, right? Definitely. You will,
however, find yourself egged into doing it
again and again, each time ran over by the
train before you can collect them all. It’s
madness, but it works.
Other quests, such as a homeless man’s
ambition to busk with the harmonica, skilfully
fuse both the adventure elements of the
game with the shooting aspects. In most
first-person shooters, this sort of thing is
sacrificed for a longer, more streamlined
main quest. Rather than conforming to that
theory, Starbreeze Studios structures them
in opposition to the time-wasting write-offs
that most games have to offer. It seems silly,
we know, but only through playing the game
will you understand the appeal of picking
up coins, or retrieving a man’s harmonica.
Little touches, once again, add more to the
experience than you’d initially think.
It keeps going, as well. Starbreeze
actually hired graffiti artists from the edge
of Stockholm to take care of the subway
decoration, and it looks lovely with the ingame
lighting. Occasionally, you’ll hit a Grand
Theft Auto-style parody poster, only to find
graffiti commenting on what it’s actually
advertising. Again, nice touch, and it’s all the
more rewarding when you realise there are
secrets hidden within the scribbling...
Ah! The secrets. After collecting various
phone numbers and letters in the game,
you’re treated to an entire back catalogue of
Top Cow comics, while other secrets await
your discovery (see Extra, Extra…). If you
miss some the first time around (and we can
absolutely guarantee you will), then you’ll
find some replay value in The Darkness.
Besides, some of the set pieces are very
cool, and the multiple methods of murder
are tasty and fun. Tasty, that is, in a healthy
way that doesn’t leave us actually eating
limbs on the subway. Moving on...
Factor in some exceptionally refined voiceover
talent, and you also have a story that
is both believable and real. Mike Patton,
ex-singer of Faith No More, does a solid job
of voicing The Darkness. It never gets too
hammy, and it makes for a nice contrast
with the Sicilian dominance of the rest of
the characters. Kirk Acevedo, star of Band
Of Brothers and Oz is another standout as
Jackie, and the ante of his performance
carries you right through to the end. Does
it ever get too hammy? Not really. For a
videogame, this is exceptional stuff, and it
looks even better when you’ve seen Billy
Dee Williams embarrass himself on the new
Command & Conquer game.
It’s suitable in length, as well. On the first
playthrough, it should take you around 14
hours depending on how much you want to
see, which we found was a sensible end point
for the game. It ends in a frantic shootout at
a Lighthouse, and, we think you’ll agree with
us on this, it ends appropriately. Afterwards,
you could spend days reading the comics or
finding the collectables, so it’s a more robust
package than we assumed it would be.
Overall, then, The Darkness combines the
best bits of mafia and war films, producing
one complete, intriguing experience. If its
Chronicles Of Riddick game wasn’t proof
enough, then it’s The Darkness that solidifies
Starbreeze Studio’s reputation as a quality
licence developer. Give the team any licence
and results will be forthcoming. The PS3
drought is finally over.
Samuel Roberts
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