The Darkness comic book series created by Marc Silvestri and produced by Top Cow Productions in 1996, or by the 2007 game created by Swedish Starbreeze Studios and published by 2K Games. In any case, you may know or not comic or the previous game, this does not prevent you from enjoying The Darkness II, an intense action adventure first person experience is firmly committed to a player without offering competitive multiplayer, although a curious cooperative mode for up to four players. Though still relatively the story from the previous game, when we start playing a video "Previously on The Darkness," about right, using cartoons, comics tells us what we need to know to not get lost in history. Basically Jackie Estacado, a member of the Italian mafia in New York was "blessed" with an incredible hereditary power called The Darkness, embodied in the form of two snakes killer capable of destroying any enemy and with a boundless thirst for blood, gradually consume the bearer endangering their mental integrity. In the first game, the most significant event in history, although we know that is a huge gut but we can not avoid it because it is a fundamental part of the sequel, is the killing Jenny, the girlfriend of Jackie's life. Been a couple of years since that, and Jackie has managed to retain all this time inside himself to the dark, without making use of it. Is tormented by the murder of his girlfriend, who feels guilty, seeing it in some strange ghostly visions that keep you from overcoming his death. At the start of the story in an Italian restaurant, an unknown organization with a ferocity unusual bursts, massacring all those present and leaving our hero badly injured. Faced with life and death, Jackie has no choice but to re-invoke-with Darkness ability to regenerate any wound, these are terrible. Here starts the adventure in an argument that tells in great detail the tormented existence of Jackie Estacado and his ghostly visions of Jenny, who may hide something more, and their struggle to defend themselves from the brotherhood, a legendary secret organization who wants to steal the darkness at all costs, which could bring about dire consequences for all humanity.
This was an action game in first person very linear, with no moments of exploration or anything other than shoot wildly and destroy the enemies in the most creative and bloody as possible. The differentiating factor from other shooters are snakes Darkness, two arms that allow us to hit, catch, throw and run to the enemy, while we eat their hearts to get dark essence. Despite being a sequel, has little to do with the first game. Change of developer-now occupied by Digital Extremes Canadian-style graphics, betting now a kind of very good shading that gives a comic book look great, brutal violence and uncontrolled, removing any time of exploration, now being more linear and intense, and character and universe as well, has little to do with the 2007 title. The two snakes together with the possibility of equipping a weapon in each hand and use them independently, make the gameplay is quite flexible and allow us to be very creative when it comes to end the endless hordes of enemies. We can shoot with any of the numerous guns, beat them and cut off one of the snakes, severing one of its members, catch them and throw them into the air stamping them against a wall, pull a parking meter and throw an enemy creating a kebab, catch borrow a car door and use it as a shield or throw it and break someone in half or off the head, and a long list, we might throw a few paragraphs because the possibilities are numerous. The more creative and original or death, the more points awarded us essentially, you can use to acquire talent of the four skill trees. In a series of portals that we find quite a number of scenarios, we can spend the points for us with a number of advantages and powers, called talents, some very necessary. One of the trees is related to firearms, increasing ammo capacity, reload speed, until it reached explosive bullets. Another is that of execution, an action we take when we take the enemies and we can gradually achieve different benefits we provide after executed, such as health, ammo or generate a shield of darkness. A tree has many skills, like throwing a few seconds remaining enemy is airborne and smashing us, give us hearts to eat more health, or any object becomes caught explosive launch. And finally the tree with the "magic" or special abilities, like a swarm, a swarm of insects that stuns enemies for a few seconds, pipe-boost the destructive power of weapons, and even an ability to see the enemies through the walls.
The control is pretty good, despite the large amount of combined actions that we can make him go get the hang and see you soon in the middle of the action scenes making all kinds of outrages. With each of the triggers used a weapon, and we fitted only one with the left we zoom. With the buttons above to handle snakes with RB/R1 use right, which is striking and short, following the press of a direction of the stick, being able to make cuts horizontally, vertically or diagonally. With LB/L1 use the snake grabs, with multiple uses, such as picking up objects and throw them from trash cans, iron bars, fans, or manhole covers, doors start to move forward, or giving more play, catch enemies and do whatever we want with them. Whether you throw in the air, or most importantly, run them. By the snake left, grab enemies, when we can, sometimes you have to weaken them, and execute them, the most spectacular action, gore and wild the whole game, and when we see some of them for the first time we will stick to the mouth open. As mentioned before, we can go unlock new executions in the skill tree, and besides being aesthetically different, we provide various benefits such as health or ammo, so we will use them not so much death that we want to see, but while the advantage that we will report. Cut off the head, body half, insert one of the snakes to the mouth and the chest to Allen, to wrest the spine where the back loses its name... They are so tired of beasts that hard to see them, although there Admittedly, sometimes a bit slow the pace of play, when animations of two or three seconds in the middle of a firefight, and repeated several times, a little spoiled this frenzy of action.
Another very important element in the gameplay is light, we must avoid at all costs when we go to Darkness "deployed". Under light, the snakes are disabled, we can not attack with them and health does not regenerate as well as blind us to see the white screen. We have to shoot the streetlights, the headlights, fluorescent light bulbs in the interior, and gradually becomes complicated thing, with lights "armor" that compel us to find the generator that feeds them and destroy it. The enemies also know of our great weakness, and as we go on the adventure are using light to attack, mediating huge blinding lights or even grenades. For much of the game with us the Darkling, a little demon with bad grapes that puts a touch of humor that is appreciated, and we got to take care, despite the rough and rude it is. Sometimes the enemy is engaged and is bundled with head butts, urine on their bodies, pulling winds, and is releasing all sorts of humorous comments. A sort of mini English hooligan with a cat fur on the head, we can even pick up and throw enemies. There are a couple of times when we'll get into your skin, being as stealth phases we have to avoid and run from behind rivals. It really adds much to the gameplay, except these occasional moments in which we control, but it appreciates your company and get you out a smile. Between phases, we often return to the mansion of Jackie, exploring and talking to our fellow mobsters. There are a couple of games, a few conversations and some curiosity, but little else to do. Just go to the elevator and start the new mission, being weightless moments in gameplay but important in building the character, know their environment and their motivations, although we understand that someone might think that slow pace, which was the Jackie is furious home. The stages of action as we have said are linear and little else to do to move forward and kill everything that puts us ahead a little sin in the repetition of enemies, little variety. There are bosses, an element that is appreciated and brings some variety, but their mechanics are guilty of simple, almost game was the 16-bit, not much mystery and stop them when they could have been more elaborate, mixing factors as the use of snakes, grasping objects, light and so on. Do not have eaten a lot of the head with them the truth, and could have been a nice plus, being somewhat anecdotal.
The main campaign can be completed in about six or seven hours, being in the middle of the genre, but by betting on the experience for a player and not having a competitive multiplayer, we understand that many players may think that the term is somewhat limited. As always, we recommend starting in a difficult, since in normal walking. We have found the right length for the story it tells, and that perhaps if they had extended more than necessary, lose intensity and could even have fallen into monotony or be repetitive, which come to life with this touching at times, but that manages to avoid. Ends up leaving a good taste, with a grand finale, which some insurance does not like... by closing a very simple story and not surprisingly, developed with no villains, with all the interest in the beautiful relationship with his Jackie girlfriend Jenny died. Once the story is unlocked mode new game +, which can play any chapter keeping everything unlocked, and that allows us the relics that we have left open, the only collectible game, having a total of 29, and not being very difficult to find. Then we Vendetta mode, a cooperative up to four players, which also can be played alone. Here we do not manage to Jackie, but there are four new characters. Inugami, a Japanese katana, Shoshanna, a Mossad agent who uses the arm of night, a rifle bullet that can enhance their shooting, JP Dumont, a doctor from New Orleans voodoo using your Cane midnight, Finally Jimmy Wilson, a Scotsman wearing a pretty drunk Axe dark. This mode is parallel to the story and has the grace to these characters do not have the serpents of Darkness, the gameplay is quite different, being a classic shooter. Recycling many scenarios the main mode, we have to clean large areas of many enemies, and with friends has its charms, being quite boring playing alone.
Technically we blame the little game, is subjective or not you like your graphic style, cartoon or comic book type, but it is undeniable that are well done and done with care. With one of its greatest merits in the play of light and shadow, in beautiful bathed in moonlight, in the graphic violence, and that despite being a game that revolves around the dark, at times makes extensive use color, with a tasteful art direction. Robust rate of frames per second despite the large concentrations of enemies, perhaps less prominent are the animations, but the executions, and facial expressions, very poor. The sound section has a high level, with dark mysterious melodies and memorable but not very successful, and the inclusion of certain licensed songs, quite famous, which fit perfectly to the scenes where they appear. This section rounds it a good dubbed into Castilian, which rightly 2K-and we hit a slap on the wrist at the time by not offering it at Duke Nukem Forever, we can select the English voices, outstanding singer Mike Patton's group Faith No More turning to the dark. The Darkness II is an action title good, fun, intense, that tells a simple but interesting story, and that comes with a graphical section within the genus unusual and very attractive, with absurd and exaggerated violence in comics regular but not in the video game world. In a campaign that is enjoyed at all times in just over six hours, there is also an interesting cooperative multiplayer that will extend the life of the title, but fails to avoid the feeling that is a little short on content. With an elaborate gameplay that allows us to destroy the enemies in many different ways, inviting the player to the creativity killer, perhaps missing a little more originality or boldness, as put the cards on the table is hardly surprising, touching the monotony at some point, in a well-worn genre and despite having its own differentiating strengths. We do not know how, but get the feeling that he could have gotten a little higher, because everything he does, he does pretty well. In any case, a lover of first-person shooter will enjoy it very much, and his proposal deserves to be tested. A great headline to warm the trigger on this promising 2012.
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