As a longtime follower of the Darksiders
franchise, I await the day when all four Horsemen finally have their own games
and then one final game to tie everything together. That plan was delayed by
the struggles of THQ, but now that Darksiders III seems to have been
successful, I have renewed faith in a future with Darksiders IV. In the
meantime, Darksiders Genesis has come along to help bolster the
franchise with a new game without another long gap between sequels, as well as
offer a new gameplay style and a story that takes place before the original
game. With that in mind, I had a lot of fun with this game, more consistently
than Darksiders III, but there are still some things Airship Syndicate
needs to fix.
From the Nephilim, beings created from
the union of angels and demons, four of them pledged themselves to the Charred
Council and became Horsemen. However, the Horsemen were then ordered to
slaughter the rest of their kind on Eden, the site for their bloodbath. Still
reeling from their actions, two of the Horsemen, War and Strife, are given
another assignment by the Council. Lucifer, the demon king, has been plotting
to upset the balance by gathering the forces of Hell. War and Strife hunt down
Lucifer to end his plot, but get involved in a tangled conspiracy in the
process.
Strife (left) and War (right) are tasked with stopping Lucifer from disrupting the Balance. |
As far as story goes, Darksiders
Genesis isn’t the best thing ever written, but it’s still engaging and I
liked how it fleshed out the Darksiders universe and laid the groundwork
for the later games (chronologically). I also liked the banter between the
characters, especially War and Strife, as it gave us an insight into who they
are while still leaving room for a good amount of humor. The more important moments
are presented through gorgeous comic book-style cutscenes, a move that makes
sense for what seems like a low-budget game. What would’ve helped, however,
would be if the subtitle text was timed better during both these cutscenes and
dialogue exchanges in the field.
Darksiders Genesis uses comic book-style cutscenes. |
The most immediately noticeable thing about
Darksiders Genesis’ gameplay is a shift from the more traditional Zelda-like
RPG style to a top-down Diablo style, a shift that is fortunately fun to
play. It seems that Airship Syndicate made this choice to better incorporate
the new Co-Op function, which allows two players, on- or offline, to take on
the roles of War and Strife or one player to swap between both characters at
will. While the Co-Op mode is not required to beat the game, as I managed by
myself, it’s a welcome addition to the series, especially as the differing
gameplay styles between War and Strife require true cooperation to conquer multiple
combat scenarios and complete certain objectives. Playing alone also isn’t as
daunting as it sounds, since the game has a gradual learning curve, though one
boss admittedly added a steep, frustrating difficulty spike. I personally tried
to play as Strife as often as I could, since I could play him for the first
time, but I adapted when Strife’s focus on ranged control with guns and various
ammo types wouldn’t work, but War’s more close-range melee focus with powerful
elemental attacks would.
As per tradition for the series, there’s
also a Metroidvania element that encourages replaying missions to try and obtain
hidden items or complete optional objectives for additional rewards. Naturally,
certain equipment you earn in later missions can also help with opening new
routes or finding some more elusive items when you take them into earlier
segments. Another tradition is the ability to transform the Horsemen into more
powerful versions of themselves after filling up a meter through combat. War’s
Chaos Form makes a return here, but Genesis also features Strife’s
Anarchy Form, which enhances his playstyle with a Gatling gun and bombing
system, for the first time in the series. These transformations are worth the
effort and can often turn the tide of battle, especially against more difficult
bosses.
Strife's Anarchy Form is awesome to play. |
Unlike many other RPGs, War and Strife
don’t get stronger through gaining EXP. Instead, you collect Creature Cores that
enemies occasionally drop and place them on a grid, where they provide new
abilities based on whether or not the type of Core matches with the type of grid
slot. As Cores are placed and linked on the grid, War and Strife’s base stats,
including Wrath and Strength, increase, making enemy encounters easier to overcome
later on. Obtaining more of the same Creature Cores also levels them up and increases
the potency of their abilities. Grinding for Creature Cores for this purpose is
normally accomplished by replaying missions, but an Arena function allows
players to fight waves of enemies to gather additional Creature Cores for most
enemies instead. Obtaining a number of Conqueror/Outlaw Health and Wrath shards
also respectively increase War and Strife’s maximum Health and the number of
times they can use their Wrath abilities at one time.
Finding items and collecting Creature
Cores are, of course, not the only way to get stronger. War and Strife can
receive upgrades or speed up the item collection process by collecting Souls
from chests and fallen enemies, along with collectable Boatman coins, then
presenting them to a shop. The traditional shopkeeper and soul collector,
Vulgrim, can help with getting new items, which include Creature Cores and
Shards, and upgrading health potions while series newcomer Dis, Vulgrim’s
associate, can upgrade War and Strife’s abilities.
Series newcomer Dis has you covered with upgrades. |
Controlling Wrath and Strife isn’t
difficult, though the controls, while very responsive for the most part, do
take some getting used to. A quality of life addition that helps with managing
each Horseman’s abilities is allowing the controls for each to stay on screen
at all times, so no memorization required. The graphics are also pretty good,
even if you can’t see every detail. Each area feels unique from the last and
enemies, especially the major ones, have designs that fit right in with the Darksiders
universe. It helps that there seems to be a more direct influence from Joe
Madureira’s art style this time around, especially considering Airship Syndicate
is his game studio.
This ties in well with the level design,
which is fairly easy to understand while having some depth through hidden
pathways and out of the way items that encourage exploration. Sometimes the levels
feel like a puzzle, since you occasionally have to go out of your way to do
something unconventional in order to obtain some of the more elusive items. Most
levels also have Trickster Doors hidden within them that allow access to
special rooms with great rewards, so long as you have the right number of
Trickster Keys. Finding all of the Trickster Doors in the game also leads to an
even greater surprise that’s well worth the effort.
The levels all look unique from each other. |
With all of that said, some flaws in Genesis
bugged me throughout my playthrough. The top-down camera is appropriate for
this style of game, but can make specific jumps easier to mess up for one
reason or another. It’s also not the best angle for more precision platforming,
especially when you try to land on very small surfaces. The levels themselves
can have foreground objects that obscure not just breakable objects and one or
two items, but also pathways to solve puzzles involving the Aether Spark. The
developers attempted to make up for this by casting War, Strife and enemies in
silhouette when behind a foreground object, but items, the Aether Spark and
enemy health bars don’t receive the same treatment. In combat situations, this
means that if you want to actually see how much damage you’re doing, you have
to goad enemies into the open, which disrupts the flow.
I also encountered a few bugs the more I
kept playing. A minor one that only showed up near the end of the game was that
it’s possible for the lock-on targets for the Vorpal Blade, one of War’s unique
weapons, to linger long after they’ve served their purpose. A major one, on the
other hand, is the behavior of another or War’s weapons, the Tremor Gauntlet.
While it works most of the time, the Tremor Gauntlet once in a while will continue
to hold its charge, even after releasing the appropriate button, meaning you’d
have to press the button again for it to go off. This particular glitch would
actually leave War defenseless in particularly hairy combat situations, leaving
him with far less than ideal Health.
Combat is normally pretty smooth. |
I also ran into a very specific bug
where in one room, an enemy that could teleport left the room it spawned in,
which I couldn’t leave at the time, so I had to grab it from afar and pull it
back in before I could continue properly. I also believe that this specific
enemy, the Fallen Husk, is bugged, since it splits into two enemies upon death,
but only one of them will properly display a health bar.
On a lesser note, I did enjoy the voice
acting, especially when Liam O’Brian and Chris Ja Alex played off each other as
War and Strife respectively. Returning voice actors like Phil LaMarr as Vulgrim
are also still good in their roles, though I’ll also highlight Keith David in
his unexpected role as the villain Moloch. I’ll say here that I couldn’t always
fully enjoy the voice acting, since the Void, the main hub area of the game, applies
a very noticeable echo to every single line, so some things were hard to properly
make out without the subtitles.
Darksiders Genesis is a truly unique entry in the series, but the shift
in gameplay style breathes a new life into it that offers an interesting change
of pace. The experience wasn’t flawless or completely without frustration, but
I enjoyed it for the most part and would easily recommend it to existing Darksiders
fans to help hold them over until the next main entry, as well as fans of Diablo-style
RPGs. Here’s hoping Darksiders IV doesn’t take too long to come out.
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