The Darksiders demo hit Microsoft and Sony’s respective marketplaces last week, and it completely blew me away when I got around to playing it today. The roughly 90 minute demo (it took me longer, actually) spans one of the game’s early dungeons, the Twilight Cathedral, in its entirety, and features a satisfying variety of gameplay. The story remains mostly a mystery, but apparently War, one of the four legendary horsemen of the Biblical apocalypse, has been stripped of his powers, and is now working his ass off to return to his former glory.
Darksiders seems to be the perfect marriage of Zelda-style exploration and God of War-style combat, with puzzle elements, like moveable blocks and climbable environments, that draw inspiration from both series. As War explores the cathedral, he’s faced with loads of enemies, some seriously baffling environmental puzzles, and items that, in function, if not form, are exact replicas of Zelda’s bomb flowers, boomerang and even heart pieces.
Despite his similarities with a certain tunic wearing fairy boy, as a warrior War has much more in common with the ferocious fallen god, Kratos. Combat flows with ease and surprising brutality, and even in this relatively small chunk of the game, War’s arsenal is impressive. QTE’s are mercifully trimmed down to a single button press to finish off the bosses and mini-bosses, of which there are several in the Cathedral.
One of the only things that irked me during the demo was the unforgiving edge detection. Darksiders has a ton of platforming, so the repeated missed jumps have the potential to get seriously irritating. Falls into lava send you back to the entrance of a room, but there were a few gaps in particular that-when missed- sent me back several rooms and cost up to 2 minutes in backtracking. Hopefully the platforming will feel more natural with practice, because besides that Darksiders is a ridiculously appealing adventure game.




