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Darksiders: The Overlooked Gem

Darksiders: The Overlooked Gem

Darksiders' War, yesterday.

We’re on the cusp of Darksiders 2 being released, so what better time to talk up the original? Well, apart from when it was actually released, of course, but I don’t have a time machine so shut up.

Darksiders was a very good game. Still is. It wasn’t the best game ever made*, it wasn’t even what I would say is a great game, but it was very good.

Sure, it took about six hours before you realised there was more to it than a (bit of a) slog, which is far too much to ask most players to wait before hitting the meat. But the meat was there.

And sure, it borrowed liberally from all manner of other games in a rather obvious fashion (check out the portal gun, complete with blue and red/orange entrance and exit gateways), which did leave a lot of players feeling a bit short changed in the whole ‘ideas’ department. But the features it borrowed were well-implemented and fun to play.

And yes, the art style was utterly ridiculous, but… actually, that’s not a complaint at all, because it was so wilfully over-the-top it’s difficult to actually dislike. Plus its chunky, massive nature was damn satisfying.

Beyond these – legitimate, reasonable – complaints though, you had a huge game; one willing to take the player on an adventure; a game where progress was made slowly and surely, and you felt genuine pangs of excitement at unlocking a new feature.

In a world of an ever-increasing quick-fix nature, Darksiders stood out as resolutely old school. It had found ideas it liked and it ran with them. It had an ethos of actually offering players an experience rather than taking them on a ride. And it had a ludicrously big sword on it.

If you’ve got a spare tenner and a spare 30-or-so hours, you could do a lot worse than picking up Darksiders. It’s WAR-TASTIC.

Wait, that’s a terrible pun.

*Dynamite Dux

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