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.
Admittedly, this reminded me of
Anyone who likes puzzle games is always thrilled to find another one to play whenever a developer creates a new one, or decides to put a spin on an existing one to make it feel different. But really, this is never a good thing. You'll think back to the last time you found a new puzzle game to dig into, and remember how addicted you were to that one. And now it's happening all over again; your life and priorities are all at the whim of playing just one more game in something you can't put down. Well, that's just great.
Sure, it starts you off easy enough...
Now this is where things get more difficult.
This man is not a stable man.
Biggs ponders how he'll get out of this one. And this is one of the easier puzzles!
There are about a bajillion reviews for the God of War games on the internet. Each. No one really needs another one, so I'd just like to give my thoughts on both God of War games on the collection. I played through the original God of War back in fall 2008, but this was my first time experiencing God of War II, and I had a great time playing both of them. And the God of War Collection is the best way to experience these games. Well, until the 3D version probably releases in a few years.
The God of War games are basically the culmination of a plethora of ideas from numerous other great games and placing them into one product. The combat and combo system seem like Devil May Cry-lite. It's definitely not as tough or intimidating as a Devil May Cry game, nor is it as deep; but that doesn't mean it's not any fun. Like that game, the fun comes in stringing in the most hits in a stylish manner to not let your opponents out of the vacuum you've sucked them into to not give them a chance to get the upper hand.
There's also a fair bit of platforming too, though that mimicry isn't as good as what's found in the genre. This is something that you can especially tell in the last few hours of the first God of War game. One of the main complaints of the game stems from the numerous platforming sections at the end of the game. Couple this along with the game having a static camera and you can imagine how frustrating it can be. Even worse are the final sections pillars where taking one hit means you have to climb it over and over again. Climbing it takes a while too, making the sections more frustrating than fun.
The second game takes a lot of the content from the first game and enhances on it, like most sequels would. In addition to some of his staple chains, Kratos also gets some new weapons. He also has new moves to beef up his arsenal.
God of War II is also has more consistently great moments than the first game, thanks to the aforementioned boss battles and some stricter pacing. This is quite an achievement, actually, given how the second game is also lengthier than the first one; about five hours longer at least. Sure, the game doesn't get quite as difficult as the first game does (which is good in a few cases), but it does maintain a consistent and logical level of challenge.







Folklore's premise involves absorbing monsters - known as "Folks" in the game's context - and utilizing their attacks in battle as companions. This sounds familiar.
Doolin, uh, changes at night.
Some souls can get a little complicated.
And some folks can get a little complicated to deal with. All in good fun, however.


You can't blame some of the more cynical people who like any form of entertainment for disliking sequels. After all, they've become the foundation various industries are based on. But it's a practice that's easier to dislike more than usual these days thanks to more and more of them being made to play it a little too safe. But sometimes, it's worth it to give them a free pass; developers have the potential to make another game in the franchise (because everything is a franchise these days) that's even more superlative than the original title. One that refines the ideas found in the previous game; or games.
Said set pieces are also much more involving and intense this time around. Rarely does the same type of skirmish play out multiple times, as this game forces the player to use the environment a lot more. Sometimes, the environment can act as a hindrance from allowing you to complete your task of focusing your complete attention on taking out the opposition. Not to say this is a problem. In fact, it's the exact opposite, as it gives a new dynamic to the combat itself. Also, don't be surprised if you find that you can predict where some of the skirmishes will take place.
Unlike the first game, this one also has some stealth sections. And they're surprisingly good! Usually, when a game whose expertise isn't stealth, the sections involving that will be arbitrary and frustrating experiences due to the controls not being designed around that (see The Legend of Zelda: The Wind Waker and Beyond Good & Evil for good examples). But here, they're actually well designed whenever they come up, and you can also choose to eliminate your enemies silently if you don't feel like, or don't have enough ammo to, engage in a gun fight.
The story is also very well told, and definitely bests the first game's in making it feel even more Indiana Jones-inspired than it was originally. This time around, Nathan Drake, along with new character Chloe Frazer and other returning companions, are out to find the secrets to what befell the lost fleet of Marco Polo. There is definitely treasure involved, which is the logical explanation as to why there are a bunch of other guys chasing you down for it.
The music is also pretty good, whenever it decides to play - or if you can even hear it amidst the ensuing chaos - or even if it decides to grab a few of its tracks from Drake's Fortune. Similar to the story, the soundtrack is on par with your usual action movie; it's pleasant to listen to, but it knows when to become more upbeat. There's a track to match every situation, and it helps in making exploration and puzzles a memorable experience.
With every passing generation, it seems like there's one genre that lacks the prevalence it had during the previous generation. For fans of that specific genre, it can be a little difficult to cope with, especially if many of your greatest memories in gaming are formed by it.
The ostensibly appreciable aspect of ToD is that it's a return to form for the franchise. It's probably an expected one, too, as developer Insomniac Games referred to the previous title, Ratchet: Deadlocked, as an "experiment" for the franchise. Deadlocked's basic intent was to take the Tournament battle sequences from the previous two games in the franchise at the time (that's Going Commando and Up Your Arsenal; yeah, they have some pretty clever names) and build a game around it. The game also decided to change the controls and make them similar to a third-person shooter. The results? A dull imitation of what came before it. The Ratchet & Clank games specialize in variety, and Deadlocked had absolutely none of that. It's a pretty telling sign when the developer barely refers to its story as canon.
There are times where you'll also have to play as Clank, who also plays similar to how he did in previous games. However, he's been given quite a few new techniques, due to the special powers he's been given. Said powers also make for a bizarrely hilarious subplot.
The story itself is also complemented by some phenomenal voice acting. James Arnold Taylor (who also voiced Tidus in Final Fantasy X) is a perfect fit for Ratchet, more so than he's been in any of the previous titles. The always-excellent David Kaye provides Clank's voice. Newcomer Talwyn comes with Tara Strong voicing her, and also does a great job.
If you ever needed a word to quickly sum up the entirety of the package that Tekken 6 offers, that word would be: Confounding.
This is the best stage in the history of fighting games. FACT.
If you get hit by a launcher, you know you're in trouble.
Looks like a parody of an Arrested Development scene!
Oh, look! Tekken still has the same hit effects after all these years.

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