
Have you ever noticed how many reviews mention how much a game takes inspiration from another? It's no coincidence. The more cynical among us have argued that the majority of us have hit a brick wall in terms of ideas, and that we'll make them
look like new ideas by making two ostensibly disparate ones and meshing them together. (That also applies to more than just video games.) When they say this, not all of them mean this in a bad way, even though some certainly use it and liken it to the downfall of our society. It's actually an indirect way of making something original, and that's good.
This is precisely what
Darksiders represents, though I'm sure its looks have fooled quite a few gamers. When most of them saw the game, they assumed it would be another
God of War-alike, given that they're so in-style these days. While it takes a little inspiration from that game, it actually uses another popular series for its main source of inspiration:
The Legend of Zelda. This is actually quite good on the surface, since there aren't too many games that use that as inspiration. But once you get into the meat of the game, you'll realize that it goes quite a bit beyond inspiration.
Man, that is a big guy with a big sword!Darksiders pits you in the rather large, muscular physique of War, the first of the Four Horsemen of the Apocalypse. War is summoned to Earth, which is now in the midst of the chaos it's plunged into as armies of angels and demons have decided to make the planet their battlefield. There, War discovers, upon confronting Abbadon, that he's the only one to have arrived, and the seal hasn't been broken to summon the other Horsemen. The demon Straga then rises from below and kills Abbadon, and nearly kills War. But War is saved, so to speak, by the Charred Council.
The Council accuses War of bringing about the Apocalypse, and he is to be sentenced to death. That's until War demands that he be sent back to Earth to find the one actually responsible for bringing it about. But before he goes, the Council has a being called The Watcher, uh, watch over him every step he goes. The Watcher also has the power to kill War whenever he strays, or whenever he
feels he strays, from his predetermined path. The Watcher also serves as a guide to tell you what to do next to advance the game. So he's kind of like this game's Navi, minus the high-pitched voice. It's here that War reawakens to a post-apocalyptic Earth, 100 years later.
Oh, and though you start the game with a plethora of powers, they're all stripped from you when you perish in the beginning. This is admittedly less Zelda and more
Metroid.
Does this remind you of anything?Darksiders, like Zelda, has dungeons you need to explore for a specific purpose. Within these dungeons, you'll find items to help make it through them, and they'll also help in making your way around the game's overworld easier. Yeah, this all sounds pretty familiar. Well, the hearts thing notwithstanding.
There are also power-ups to collect as well, some that will extend you maximum health and wrath. Health is self-explanatory, but Wrath is used to utilize special powers to make fending off enemies a little easier. You'll only start with one, but more of them can be purchased with souls you obtain from enemies. Beating a boss will also net you a health boost, similar to...well, you know.
Yes, Darksiders actually lifts entire aspects of its game from Zelda. Sometimes quite shamelessly! Aside from the above, there are also plenty of parts that play homage to certain events that happened within many of the 3D Zelda games, especially
The Ocarina of Time. And sometimes it's very,
very blatant about it. Thankfully, this doesn't detract from the game's overall fun factor, and the quest itself is very enjoyable. Just don't be surprised if you constantly use the quote (or a variant of it): "This is just like that part in [whatever Zelda game]. Huh."
That sure isn't Epona.The game itself looks splendid and colorful, with a mix between cel-shading and CG. It's the perfect look for animating its comic book-inspired storyline. Though the story itself is enjoyable to watch in the well-directed cut scenes, it's rather predictable overall, barring literally a couple of twists. What helps sustain the story is the fantastic voice work. War is provided a voice by fan-favorite Liam O'Brien, while The Watcher features Mark Hamill doing a very close Joker impression. It also features the voice talents of Moon Bloodgood, Troy Baker, and Vernon Wells. Yes,
that Vernon Wells.
Something that will bug the average gamer with Darksiders is the bizarre difficulty curve. From playing a lot of games throughout your life, you've probably become adjusted to them progressively becoming more difficult as you either become more powerful or begin to adjust to the mechanics and physics of the internal gaming world more. This game starts of a little tough, especially with the first dungeon and its boss (who, might I add, is an absolute pain), but it really doesn't get that much difficult. By the end of the game, you're too powerful for most and the enemies and all of the bosses. Some of them will actually struggle to get a hit on you, provided you've become attuned to the controls.
The world of Darksiders is pretty big, but how much time you spend in it depends on how much you're enjoying the game and how much you're willing to do. Feel free to run through the main quest in around 15 hours or so, but there a plenty of secret areas that you'll be able to access as you obtain more items from dungeons. If you want to find everything and explore everywhere, you can spend around 20 or more hours with the game.
What Darksiders takes its ideas from is precisely what makes it more appealing product. While its world may not be as appealing to some (depending on your perspective), it's a world that's open to much exploration, and rewards you with finding its secrets. It may not be as satisfying as a Zelda game, or even some of its other clones (like
Okami, for instance), but it's still well worth your time. A stellar first effort from Vigil Games.