syltefar.com: Darksiders II
Raziel in Warcraft Land
1951 Surprisingly early, The Tale of Death appeared in my mailbox today. I've started playing on Apocalyptic (3/3) difficulty, which might be a slight exaggeration. The frame rate and the World of Warcraftiness of the graphics bothered me a bit in the beginning, but I'm starting to get used to the technical limitations and enjoy the graphics of the beautiful Tri-Stone.
1952Got the Fire of the Mountain achievement.
- Completed Fire of the Mountain quest. Death is level 4 and just got an awesome gun. Too tired to shoot anyone, must sleep now.
1955 I've been playing this the last couple of days, and although I do like it, there are some caveats that make this game less enjoyable than its predecessor. Darksiders II adds a lot of mechanics to the formula of the first game, mostly standard RPG mechanics like loot and crafting, but most of it reminds me too much of spreadsheet balancing games like World of Warcraft and Diablo, where most of the game mechanics revolve around numbers. I don't want that in my dark Zelda clone with great fighting mechanics.
1956 The art of Darksiders II is impressive, with incredible detail, beautiful painterly textures and wonderfully enormous architecture. But it is held back on the 360 by a generally low framerate, which becomes really troublesome during the many fights against large groups of enemies. Also, the game is plagued by several minor technical problems (maybe evidence to the game being released a bit before it was ready?) An example: When transitioning from one area to another, the game will freeze up and load for a little while. While this progresses, cloth simulation and particle effects continue running, temporarily harming the immersion. Also, during these transitions, some very noticable lighting changes occur. Another example: When Death is mounted on a Construct, he starts shaking rapidly, affecting the camera that also becomes unstable, making those otherwise awesome moments a less pleasant experience.