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Darksiders 2 Scythe quest

Submitted by on February 16, 2013 – 4:28 amNo Comment

Darksiders 2 Scythe quest 3Darksiders 2 Scythe quest, The tone of Darksiders 2 is captured best in its opening shot, of a lone horseman carving through snow and inhospitable cliffs toward an immense fortress. His destination seems to teeter impossibly on a sliver of mountain, and the elegant score (care of Assassin’s Creed composer Jesper Kyd) suggests this peak is but the beginning of a long, taxing ascent. Darksiders 2 is utterly devoted to the quest.

Astride the horse is capital-D Death, depicted here as a pale bruiser rocking raven hair, a spooky mask, and other skull-based attire that should guarantee him a secondary career in someone’s theatrical heavy metal band. Death vows to dabble in irony and resurrect humanity, thereby aiding brother (and fellow equine enthusiast) War, who is unjustly blamed for triggering the apocalypse just a wee bit early. And like War did in Darksiders, Death completes his task by invading dungeons, slaying beasts, solving puzzles and running epic errands.

Not even he, the perpetually grim personification of expiration, is immune to the enthralling effects of a quest giver. “To save humanity, you need to bring me these three things, and to get those you need to kill three demons, unlock three temples and collect three yams – oh, excuse me, the three blight-yams of wretchedness.” It’s a predictable but reassuring structure, steadily unfurling as Death gains new abilities and ways of traversing previously inaccessible bits of the world.

As before, developer Vigil Games borrows fastidiously from the best of games, turning recognizable patches of Prince of Persia, Diablo and The Legend of Zelda into a comforting quilt. It’s derivative in a general sense, but the individual puzzles, exciting bosses and the game’s bulky, bold art style are safely removed from plagiarism.

In fact, Darksiders 2 can be brilliant in how it combines its spoils, first in teaching individual mechanisms and eventually merging them in complex ways. The most primitive test is simply in recognizing objects in the environment and correctly associating them with the items and powers you’ve earned so far – in the same way that ledges and walls are visually distinct when they can be traversed. More advanced puzzles, however, ask that you consider the ways in which your abilities can interact with one another. So, have at it: What can you do with a bomb, a clone, portals and time travel?

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