Darksiders: Wrath of War review - 500 words or less (500)
It's Zelda - "Rated M for Mature". There I said it. But Darksiders: Wrath of War often exceeds it's pedigree by deftly exploiting many well-trodden formulas, keeping them familiar yet fresh.
Playing as the vengeance-fueled War, Horseman of the Apocalypse, you stand accused of instigating the End Times early and destroying the World of Man. The legions of Heaven and Hell, and the watchful eyes of the Charred Council, are all that remain and none are on War's side. War demands to return to Earth, for equal parts action and adventure, in a bid to vanquish his betrayer.
But this ethereal plot rides shotgun to the game's true drivers; the heavy metal combat and inventive puzzle dungeons. Addictive item collection, a multitude of graphical flourishes, and grandiose set-pieces round out a surprisingly polished first effort from Vigil Games.
Even when you get the feeling that you've "been there", and "done that", Darksiders executes it's designs with rewarding twists. Joe Madureira's creative direction is a stand out in the genre although sometimes War appears strangely dwarfed in what are presumably the remnants of human society.
The heavenly score and hellish architecture accent a vivid and expansive overworld. Backtracking is mitigated via astral pathways called Serpent Holes. Darksiders' versions of time bending and shadow realms, while not unique, are stylish and appropriate.
War's inventory is also well conceived. Each piece of equipment has purpose, complimenting both puzzle solving and battle. Boomerangs, grapple-hooks and portal guns were creatively re-purposed to feel at home in this world. War's three main weapons - sword, scythe, & gauntlet - can all be leveled and customized with various enhancements on the Weapon Forge menu.
Dungeon solutions rarely stump; the few that do often just need a second or third look as the answer is usually close at hand. Combos and kills are satisfying even when War gets locked into a violent animation at inopportune moments. Strangely, boss difficulty dips sharply after Tiamat, the first dungeon's protector, but even grunts and mini-bosses provide challenge during kill room scenarios.
While War's character model is impressive, his characterization is only serviceable. It's seems that without his horsemen brothers around he is one-note and sullen. The supporting voice actors however, are a delight; Mark Hamill as 'The Watcher', your demonoid keeper and Phil Lamarr as 'Vulgrim', the hell-spurned shopkeep.
The late appearance of Ruin, War's beautifully rendered fiery steed, was a minor disappointment. He looks fantastic, but you'll spend more time grinding his related achievements then utilizing him to accomplish main game goals. My only other complaint is that respawning leaves you with minimal health, something not easily replenished within dungeons. This makes retrying boss battles problematic.
It would be a mistake to write this game off as derivative or to ignore it because there is no franchise hype or licensed property to spark an interest. Darksiders is clearly a love letter to gamers, by gamers, and upon seeing the closing cut scene you'll definitely want this "Legend of War" to continue.
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