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[Review] Darksiders

I’m sitting here wondering what my counterpoint to the glowing review I’m about to give Darksiders could be. It’s a stretch but maybe the art direction? Might that be a bit too cartoon-y for my taste? Maybe that playing the horseman of the apocalypse who goes most of the game without a horse is illogical in the extreme?

These would all be straws to grasp at since as far as I can tell Darksiders is the perfect game, or at least as close to perfection as can be reasonably expected. Core gameplay is satisfying, there’s solid exploration and replayability, production values are astronomical and it’s just the right length. I honestly can’t think of a place where development misstepped and so if this ‘review’ reads more like a list of things that the guys at Vigil Games got particularly right let me apologise in advance.


Sucker for a good boss fight as I am, this game had everything I needed. The Jailor and Tiamat, the first bosses in the first world set the tone for those to follow; big in scope, multi-phase battles that rewarded knowledge of the mechanics you’d been using in the lead up to the encounter with an admirably minimal amount of QTE. Take a look at this and you’ll see.


One button combat. I thought you couldn’t really cull it down past the two-button ‘light and heavy’ approach every title and its dog uses today but Darksiders found a way. Direction buttons and timing are what dictate the attacks and admittedly there’s a retinue of secondary weapons accompanying the awesome ‘Chaoseater’ but you can mostly forget about them when cutting throught he rank-and-file. And hell if it’s not satisfying.


Collectathons and the like that have crept into every other game have never been my favourite ways of padding length. Luckily, although there is a retreading fetch quest in the game’s final act, all the new abilities War has obtained let you see the world in new ways using that great design template Metroid pioneered (not a certain other Nintendo title I won’t deign to mention).


While every new IP goes to some length to establish its world and backstory (gravitas and all that) Darksiders appears to have gone an extra mile. It manages both to establish a deep canon and mythology with a greater looming conflict while also making the self-contained story in the game also feel like the war to end all wars (pun intented?).

Now here’s where I might surprise you. The truth is, despite all its achievements, I wouldn’t pay top dollar for Darksiders even had I known how good it was going to be. I said it wasn’t too short and wasn’t too long – about 10 hours. The perfect length. And yet is that worth an $80 asking price? Not that I intend to quantify games by how many hours it takes to get from end to end but I really think this kind of experience is grossly overpriced as is.

That’s why I feel a new IP like this one is such an odd proposition – clearly no expense was spared in this delightful production and yet, even for perhaps their target audience, there was never any real opportunity for a massive return. Sure they pulled in enough to greenlight a Darksiders II, but  it wasn’t on any top 10 lists for revenue. As I said in my review for Splatterhouse I’m more than happy to pay $20 for these games and indeed I’d reckon Darksiders is worth more than that game was. How much more, I couldn’t say, and that’s the problem.

I’ll close by saying Darksiders is a phenominal breakthrough title that lays foundations for what is no doubt going to be a cracking sequel come June. And for that reason I’m glad someone is buying games like these at release for full RRP even if that person isn’t me.


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