Since
the 2007 release of The Darkness, the first-person-shooter climate
has changed. In the world of Mafia-haggled mainstay Jackie Estacado,
two years of darkling denial have passed. In the real world however,
five long years have gone by, a console generation has evolved, and a
sequel, five years in the making, needs rather more weapons in its
daemonic dresser drawer than Digital Extremes' The Darkness II has
been able to muster.

While
the sinister, mob-ruled world of the Darkness: part one remains, its
muted, ashen palette has been replaced with a rather more glittery,
swashbuckling facade. Jackie has undergone something of a makeover,
his poker-straight goth-locks replaced with a more ruffled,
late-nineties, Bon Jovi barnet, in black. With two years passing
since the untimely demise of Jackie's long time squeeze Jenny, Jackie
has taken on a more optimistic and brash outlook on his world,
reflected in the The Darkness II's relatively bubbly cel-shaded art
style.
Far
from fighting the mob, Jackie is now at the head of his family, in
order to survive the attempted hit, you're forced to embrace your
ungodly gifts in defence of all that you hold dear. Pressing forward
with your piranha-like puppets in tow, you'll set out in pursuit of a
mysterious limping man, last viewed amid the chaotic restaurant
scenes of the opening stanza.
As you
snuggle back in to The Darkness' familiar pattern of quad-wielding
craziness, you'll notice that the frenetic nature of the gunplay has
been coal-filtered into a warming blend of flailing limbs and flying
bullets. As before, the left and right bumpers, (or '1' buttons –
depending on your console of choice) control your free-spirited
appendages, while the triggers dictate your bullet control. Weapon
selection is neatly tied together with the relevant d-pad press,
letting you choose from one of two, one-handed weapons, or both, plus
the option of a two-hander, a shotgun for example. While much of your
blood-lust could be satisfied using only your collection of
Saturday-night specials, headshots aside, the incentive to kill with
Jackie's demonic extremities lies with an increased return of essence
compared to a standard rifle or Uzi kill.

While
instantly gratifying, the teeth-gnashing glee of splitting a goon in
two, or constricting and dissecting your foes, is deadened by the
speed at which these fantastic executions become habit. When
unleashed upon the world, almost everything you'll see, you'll
probably have seen in the first half an hour of The Darkness II's
brief campaign. The only real incentive to press on with these
elaborate, and relatively time-consuming moves is to ensure your
essence clock keeps on ticking. The more practical choice is often to
adopt a rather more Samuel L. Jackson-like approach and, “kill
every motherfucker in the room” (using guns – such as an AK47).
Often, grabbing a shield and a shotgun will take care of business
quicker than using your awe-inspiring powers. Taking this approach
will leave behind corpses with still-beating hearts, available as an
all-you-can-eat thug buffet.
Your
presence in the mortal realm is dictated by a healthy diet of
dismemberment and heart-consumption, each instance of amateur
cardiology restoring a tiny portion of Jackie's health. However,
should you choose to spend most of your killing time using your
serpentine extensions, you'll quickly find that the oh-so-useful
hearts stop dropping, and surviving becomes more of a chore. While
the sound of enthusiastic heart munching never grows old, it's a
shame that the more immediately practical option is to embrace the
rudimentary shooting mechanics, just to keep moving forward. When you
remove the glitter of the four-pronged assault, The Darkness II
becomes a rote, linear, tunnel chugger.
It's
not as if The Darkness 2 is without its charm. The brilliant Darkling
companion makes a welcome return, adorned in his union flag
miniskirt, gleefully pissing on the recently disassembled ensemble
from the outset, and turning the air gremlin-fart green at any given
moment. He's responsible for some of the Darkness II's throwaway
sense of humour too. Finding him humming Great Britain's unofficial
back-up anthem 'Rule Britannia' to himself, is particularly amusing.
Hearing ladies of negotiable affection muttering “Hotdog down a
hallway? What does that even mean?” while visiting a dank brothel,
go over well too. The score is another strong point, orchestral and
dramatic backing peaks appropriately, even if sometimes it is
noticeably repetitive. During the hospital scenes, tentative piano
complements a warm, pulmonary baseline. Weaponry clicks and clacks
with authentic cartoon realism, and at its best, The Darkness II has
moments of climactic, post-Gotham fusion.

The
Darkness II is a product of good will but very little invention,
imitation rather than iteration seems to be the stock-in-trade. The
winding snake-arm set pieces of the first instalment have been
replaced with some first-person darkling plays. Much like the main
partition, these prove to be something of a one trick pony,
experienced in full within minutes of their birth. The moody subway
interactions with NPCs, while relevant first time around, take place
in Jackie's luxurious mansion this time out, but really could have
been omitted entirely. The result is damaged pacing and reduced
suspense. The Darkness II even features an attempt at replicating the
shock factor of part one, with one particular moment coming close.
Like much of its subject matter, this turns out to be little more
than a faint echo of what came before.

A game
with a five to six hour campaign (on an average difficulty
play-through) should have a narrative that leaves you wanting more at
its conclusion. While the latter stages are a break from the routine,
beneath their shiny coating, lies a very familiar skeleton. The
particularly anticlimactic end-game is a welcome relief when finished
with, rather than an achievement to be reflected upon. A
quasi-cliffhanger ending, alluding to the possibility that a fuller
campaign was always possible but never achieved, exacerbates the
emptiness, save for one last moment of sentiment, this one worthy of
its predecessor.
The
Darkness II unleashes its fifth limb in pursuit of some interesting
multiplayer content, also playable solo. Two game modes and four
fantastic, racially stereotypical wannabes (Eastern European,
Scottish, Chinese and Black) await. Each one equipped with a
different weapon set, plus a darkness speciality unique to their
character, imagine each talent-tree personified. Hitman mode will see
you skirmish with an easily dispatchable (that's not really a word -
never use it) gaggle of goons, in a tired attempt at what is now
known as 'horde mode', before re-enacting the relative tedium of the
boss jousts you might just have been fortunate enough to have
forgotten. Campaign allows you to ride the same railroad again, in
much the same way as in the central story, but through sterile
environment and with less killer skills.

The
Darkness II is a game of should-have-been. Your quad wielding should
make you feel like the semi-mortal man-demon you are, the effortless
ruining of your foes should feel gratifying every time.
Instead, every bland jaunt feels like an opportunity lost. Guilty of
excess padding around its midriff, The Darkness II is equipped with
all the gameplay tools you could ask for to make a genuinely
inventive and interesting shooter, instead it reloads the same-old
rusty side-arm and fires blindly into the light, bleeding missed
opportunities and asphyxiating its victims, in game or otherwise.
Mecha
Score 7.0
A good unbiased and very informative review. I approve of this publication!
ReplyDeleteThis is a good description of the game I played it for the first time tge other day and this sums it up completely exelent frost 10 minutes then quite repetitive.