Achieving a feat as lofty as saving humanity from oblivion
should be difficult. It should be long, unforgiving, testing, exhausting: all
those things we want a hero to overcome when realising their towering goals. Epic
poetry is full of tales of daring men and women descending into the underworld
or embarking on a perilous journey for the sake of something very important. These are characters used to getting
things done, even if it takes them many years to actually accomplish their
goals. As
Valerie Valdes pointed out a while back and others have further
explored since, games have been modelling themselves after the epics for
some time. Darksiders II very much aspires
to reach these same heights of dizzying heroism, and like a mythological
journey around the Grecian peninsula - by way of Hades, of course - is really,
really, really long for its efforts.
This bracing tale of chivalry focuses on Horseman of the
Apocalypse and spiritual caretaker, Death, as he convolutedly attempts to free
his brother War from endless punishment. You see: War was tricked into
prematurely bringing about the apocalypse, an act which itself was at the mercy
of another series of convoluted whims; collectively known as the plot of Darksiders the Original. Like true
adventuring types, the Brothers Horsemen throw themselves into their questing
like proper good ‘uns and seemingly only accept the very longest of trials. To
this effect, most of Death’s perilous exploits take him through a lengthy
series of dungeons, with opportunities for talking and shopping strung in
between. The majority of the game, then, sees the player running Death around
giant buildings filled with enemies and videogame puzzles; the ones that use
pressure plates, switches and plenty of metal gates. These obstacles are
regularly reconfigured and amended as new tools become available to the player,
though no number of elaborate guises can make a lever anything but a lever, or
the challenge anything more than getting to and then pulling that lever.
I like both of the Darksiders games on the whole, especially their
early parts. They are giddy celebrations of videogame history, regularly
providing players with little references to things they may have enjoyed in the
past. What’s better though, is that if you don’t recognise a particular
reference for whatever reason, the games aren’t going to jump on you, quivering
violently, like a clearly enthusiastic fan of videogames might be inclined to
do. “WHAT?!?! You never played Ocarinaz?
You certainly aren’t a real player of videogames in my book.” they could quite
easily say but never do. Instead they always seem more interested in creating
chunky, colourful and pulpy fun: the type of sci-fi/fantasy one associates with
the eighties, all boobs and giant axes and eroticised two-headed dragons (with
boobs).
A quick tot up is in order I reckon, and thus far we seem to
have three important bits of information in our possession:
i - Death is on a quest, which is really long - for effect.
ii - There is frequent repetition of (sometimes) barely distinguishable activities to be had everywhere.
iii - It’s all a bit schlocky, in a Conan the Barbarian (1982) way.
i - Death is on a quest, which is really long - for effect.
ii - There is frequent repetition of (sometimes) barely distinguishable activities to be had everywhere.
iii - It’s all a bit schlocky, in a Conan the Barbarian (1982) way.
Three things (!). Great, we can continue.
It’s really strange, then, that amidst all of this
beautifully dumb collaging of cool stuff
- and I still mean that in a genuinely complimentary way - there is this need
for the games to slavishly adhere to a hackneyed method of unfurling their
generous progressions. The entire flow of DS II is, unfortunately, predicated
on the questing for impossibly powerful items which have been either lost or
discarded behind a series of tests, all conveniently set up to challenge the
player’s skill and/or cunning. These tests regularly come in threes as well,
which is warmingly quaint at first, what with the wafting airborne saccharine
of so many Crash Bandicoot and Mario 64 memories. It’s use is pervasive
though, and as such begins to really upset once you’re on challenge two of
three only to be told you’ll need to conquer three further challenges to complete the original challenge (which is
really only a third of the actual
challenge (which is itself only a section of the game as a whole, which is
really the real challenge and has
been all along)).
Hyperbole aside though, this overreliance on quaint, rigid
formality does meaningfully detract
from the player’s experience, or at least it did mine. In creating and adhering
to such a patterned structure, DS II strips itself of any spatial surprises and
essentially signposts its intentions to the player at all times. There is no
mystery shrouding any of the dungeons; there can’t be because they all unfold
in the same a-to-b-to-c-to-boss
fashion. This robs the experience of any tension, leaving DS II an adventure
that is strangely devoid of any sense
of discovery. While you might not know where
you are in a dungeon, you know roughly how far you are through it. Every one is structured in the same way: a
central hall with two or three areas leading off it, each with its own little
challenges. As long as you take notice of how many doors you’ve been through
you know how much of the dungeon you’ve left to tackle. It’s all
dishearteningly uniform.
Further to this, the omnipresent structuralism constantly
highlights the repetitive nature of DS II’s gameplay elements and the game’s
overreliance on reconfiguring them over introducing new ones. This is most
noticeable when interacting with the puzzle aspects, most of which boil down to
flipping a switch to open a door. Over the course of the game these switches
are placed farther from the player and behind added layers of busywork, however,
with only a handful of possible combinations of these limited interactions
available, the game rarely manages to create something challenging or
unexpected. Much of the time it’s a simple case of instantly knowing how to
accomplish a task, with the real test being the patient execution of the
discrete steps involved.
The further into the game one gets, the greater the feeling
becomes that everything is being
artificially drawn out for the sake of maintaining the hallowed (bloated)
dungeon configuration. Ultimately, it’s in this combination of uncomplicated-yet-fussy
puzzle design and the dogged pursuit of structural homogeneity where DS II is
the most unappealing. It is, after all, meant to be a game about being powerful
in that very particular eighties sense, whereas much of it feels like drudgery
and - I’m sorry to say it - going through the motions. Later dungeons are rife
with the stop-and-start of forced combat; where you’ll enter a room and
suddenly be set upon by adversaries while the doors all lock up tight to
prevent your escape. These too, are clearly signalled to the player beforehand,
as if the game were at its proudest during moments of padding-by-combat and puzzle
repetition.
There’s not a paucity of interactions available to the player
throughout DS II; it’s a game with enough ideas, both borrowed and created anew,
to give the player a compelling experience. The problem, though, is that it
wants dearly to be a journey on the same scale as the epics, while all the time
paying homage to the games its developers most admire. DS II unfortunately uses
the latter to achieve the former: calling back the most tired design
conventions as an easy referential/reverential way of elongating a game that
really doesn’t benefit from the added bulk. In creating a lengthy experience
the game simply forces its mechanics too far; reusing them until they are long
past their best, unable to surprise or excite the player. Games are too expensive
to be filled to the brim with good ideas and endless new mechanics; it’s a
terrible shame to see Darksiders II’s - wherever they may hail from - spread as
thinly as they are for the sake of delusions of, and allusions to, grandeur.