I didn't play any
Multiplayer, so this is the Single Player Review.
Overall, I really liked this game... it was over the top in just the right places and had enough
weirdness to keep me going for the plot (which in The Darkness is the same as most video games... boy meets girl, boy loses girl, girl gets kidnapped by bad guys, boy tries to save girl, girl either dies or gets whisked away by the bad guys and the boy has to rescue her, and the boy either takes revenge or tries to save the girl by killing all the bad guys).
When I play video games I rarely have time to sit down and explore and figure out what is going on, so I use a game FAQ (about 90% of the time) to find achievements and complete the game. It's what makes the game enjoyable for me and maybe it means that some of the puzzles and subtle innuendos that the designers intended do not come through as well as they would like. Or maybe I'm just lazy... but I digress.
Now in this review I assume you know about the game and the plot from other sources, so this is my feedback based on my observations.
Controls overall were good. I liked the dual targeting
reticules. However, for pinpoint aiming the aim assist was a little too forceful (I could have throttled this down I guess, but I used the defaults). The controls for using the Creeper sucked. Making them go where I wanted them to had to be like watching a drunk earthworm on a Tilt-A-Whirl ride. Maybe I was too heavy handed, but I sent the Creepers into a tailspin way too often and had to retract them and start all over again. Also the Demon Arm sometimes would target what I wanted and then it wouldn't... Control scheme seemed logical on the 360 controller.
Controls: C+ I thought the tutorial section was a little short, especially in regards to ordering your
darklings around. I forgot how to tell them where to go and usually had to take a couple rounds to the head to get them to engage the enemy.
Tutorial: CGetting your
darklings to engage in combat was also hit or miss. Sometimes they would attack right away, but frequently they would get stuck behind you or just sit there while you took fire. The Gunner
darkling was fun to summon, but frequently shot into walls, furniture and other obstacles. As for the enemy AI, it was pretty challenging and many were crack shots on "normal" level. Any AI with an automatic weapon at close range was certain death. They didn't do anything exceptional besides take cover standing behind stationary objects (no vaulting, diving, rolling, etc.). I didn't see any AI running into walls or doing anything out of the ordinary. The subway stations where the ambient AI ran around seemed logical.
AI: BThe look and feel was typical of next gen games, but
Starbreeze still couldn't get rid of that "plastic" look that permeates the people and objects in the game. This was pretty
noticeable in
Riddick, and I don't know if they decided not to fix it or could not fix it for this game (I hope the remake of
Riddick (Athena Sword or something?) doesn't have this look). Otherwise, the details were pretty nice and the art direction was well done.
Visuals: BLevel design was pretty hallway-like, similar to FEAR and other shooters. They definitely wanted you to focus on a certain direction and not be distracted. Not much sandbox play allowed. Some levels had some nice Z-axis play, but it was pretty linear.
Level Design: CGameplay was pretty solid, but a few things annoyed me. Gunfighting and interaction was well done. However, without the FAQ I never would have completed the side quests. These were very convoluted and I had to check the FAQ often since I was lost. These should have been streamlined. Also, collecting 100 (?) phone numbers was a little much. I missed 3 collectibles to get the
Completionist achievement, but for a measly 20 points I wasn't going to waste the time. I like having my achievement progress in the game and it telling me what was missing.
I could skip cinemas and other audio/video - sweet! Well done on that point. If I listened to Aunt
ForgotHerName babble on about
minestrone after getting shot to pieces 5 or more times I was going to lose it.
Also, I liked the Darkness powers, this gave this shooter some legs and made gameplay really fun in parts.So I give Starbreeze high marks on this - they made them pretty seamless and easy to use in the game. When they worked correctly and the action was a fever pitch this made the game really fun.
Gameplay: BOverall SP Score: C+A few random thoughts about the game that don't fit into any category.
- The ending reminded me of Liberty City Stories for PSP. What is with evil mobsters and the final mission to kill them being in a lighthouse? I thought for sure I on the boat ride to the lighthouse I was going to end up shooting other bad guys in speedboats - I'm glad I didn't have to do that.
- Mike Patton is a freak, but he did a great job with the audio. I didn't have a speaker setup, so I couldn't grade the audio - a to-do for the next review.
- Multiplayer - okay I didn't review this but it would seem to be pretty tacked on and probably similar to Prey (yawn).
Now the finale - since every review has a 1-10 score, two thumbs up or whatever - I'm going to try something different. I'll give you the price I would pay for this title. I'm pretty much a cheap bastard when it comes to games, so you may have to wait for a pretty good sale. I'm assuming that a current console title lists at $59.99.
What Would I Pay For This Game? $43 (after tax of course)How do I rationalize this?
- It's short - I completed the main story and the side quests in about 12 hours. I could almost see 5 movies at 2.5 hours per movie at the cost of $9 per in-theater movie.
- Must have factor - would I pay extra $$ to play this? No.
- If it has fun MP, tack on a couple extra bucks.
- Extras - it has some additional media to see, so it gives some extra value.
- Replayability - would I play this again. No.
Anyway, try the game out for yourself. Hope you enjoyed this review.