Darksiders
If Zelda and God of War had a violent, theologically chaotic offspring, this is it. Vigil Games' original Horseman adventure holds up as one of the most confidently genre-blending action games of its era.
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About Darksiders
I went into Darksiders expecting a straightforward hack-and-slash and came out the other side genuinely surprised by how much puzzle-solving brainpower it demands. You play as War, first of the Four Horsemen of the Apocalypse, framed for triggering the end of days before humanity was ready. It is a revenge story built on a wrongful-conviction premise, and the writing is punchy enough to keep you engaged across a 12-to-20-hour campaign, helped considerably by a strong voice cast that includes Liam O'Brien as War and Mark Hamill clearly relishing a villain role as The Watcher. The combat system is the most immediately satisfying thing here. War's primary blade, Chaoseater, is a two-handed monster that hits with real weight, and the finishing moves are grotesquely theatrical in the best way. Blue souls dropped by enemies act as currency for purchasing new combo strings and Wrath powers, while green souls refill health and yellow souls charge your Wrath meter mid-fight. Larger enemies can be briefly mounted and steered into other enemies before being executed, which never stops feeling good. The game layers secondary weapons and gadgets on top of this over time, so the combat toolkit keeps expanding right up to the end. What catches people off guard is the Zelda DNA running through the whole structure. Dungeons are built around a single item or ability you find inside them, puzzles require that item to solve, and bosses are defeated by applying what you just learned. There is even a late-game gadget that fires orange and blue rifts at designated targets in a clear nod to Portal. The Crossblade, a throwing weapon you earn early, also unlocks new paths in previously visited areas in classic Metroidvania fashion. The puzzle density is legitimately high and occasionally tips into tedium on the longer dungeon stretches, but the pacing recovers every time a spectacular boss fight resets your attention span. The caveats are real. This is a console port and it shows: play it with a controller, because keyboard-and-mouse combat feels like wrestling with the interface rather than the enemies. The camera has opinions of its own in tight spaces, and the lock-on system is fiddlier than it should be. The original PC version also has a known audio mix issue where cutscene voices overpower the music and sound effects, though community fixes exist. None of this is a dealbreaker, but go in forewarned. For players who have never touched the series, this is exactly the right starting point. The world, the lore, and the four-horsemen mythology all originate here. It is a focused, linear action-adventure that knows what it is and does not waste your time with bloat. Fans of Zelda-style dungeon logic, God of War-style combat spectacle, or anyone who just wants a confident single-player adventure with a proper ending will find a lot to like. The rough console-port edges are the price of admission. Worth paying. Alex, Scout Team
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Game Info
- Developer
- Vigil Games
- Publisher
- THQ Nordic
- Release Date
- Sep 23, 2010