
Darksiders II is a sequel in space rather than time. You play as Death rather than War, at the same time, in a different place. And who wouldn't like to be Death for a while? Reaping and pillaging is why we play games after all. To sate our repressed barbarous desires; to smash open an other and smear his blood across our naked chest. To have cool scythes.
Death approaches a huge bell atop a barren, craggy outcrop. He takes a moment to admire his jet black locks in the sheen of his scythe before arcing round to slice the bell into two juddering halves. An enormous floating fortress of rock and dread descends into view, as a pair of monstrous skeletal wyrms unfurl ahead of it.
War is a bit slow and lumbering anyway. A bit of a tank; good for soaking up blasts and crushing civilians, but not exactly nimble; not like Death. One minute you might be queuing up for bacon croutons in Lidl, the next - fatal heart attack. That's stealth. And if you were Death (are you?), you'd also be a bit miffed if your brother (War) got banged up on false pretences for a crime that wasn't really his (ending the world early). You might even set out on a quest to clear his name. In fact you will (did/are), in Darksiders II.
Summoning his undead steed, Death leaps down upon the serpent's rocky back, and charges toward the fortress.
Death is considerably more agile than his brother, scurrying up and along walls to reach far off ledges, and swinging across chasms with his whip-like Ghost Hook. In combat, Death fades and counters; he can't block - he doesn't need to - and relies instead on sneaky evasive manoeuvres to outwit his opponents.
Comparisons to God of War (combat) and Zelda (puzzles) were made with the first game, and they will certainly be made with the second. Despite its unique visual style (courtesy of X-Men comic artist, Joe Madureira), Darksiders is a series which perhaps borrows more than it innovates. Vigil are certainly making a much bigger game this time around however, with each of the four realms in the sequel containing as much dungeon content as the whole of Darksiders I. A central town (such as the fortress Death is currently charging towards) acts as a hub in each realm, populated with a range of NPCs offering side-quests and the promise of rare loot.
Bursting into the throne room, Death demands an audience with The Lord of Bones.
"My lord is busy tending his realm," cackles his skeletal aide.
"You must bring back the head of his champion to earn his counsel."
"I shall embark upon... the fetch quest," sighs a dejected Death, before trudging to the Champion's Arena and glaring at a statue with a few missing horns.
"O frabjous day! a fetch quest within a fetch quest. Guess I'd better go get those missing horns to summon this bloke, that's how it normally goes after all. Ho hum. Off to this conveniently placed dungeon over here I suppose."
The dungeon we we

re shown featured a few simple puzzles (e.g. rotate laser emitting statue to hit receptor across room) and a fair amount of good old-fashioned scrapping. Death wields his dual scythes with aplomb, occasionally fusing them into a single weapon when ending a combo to deal more damage. Brief flashes of his full 'Reaper' form occur during combat, and a range of magical 'Wrath' abilities allow Death to cause damage from a distance, like summoning a flock of eyeball-pecking crows. In addition to his scythes, Death will have access to a huge range of weapons throughout the adventure - including axes, spears, broadswords, and gloves with spiky bits on. Loot pick-ups (with the exception of quest items) are randomised, with foes dropping various unique stat-boosting pieces of armour. Darksiders II will also feature a full skill tree, allowing you to customise Death to your preferred play-style as you level-up. It won't be possible to max-out the skill tree in every direction, so you'll need to tailor your armour-bonuses, skills, and weapons to create a synergistic combination - choosing defense boosting armour and skills if you favour a slower hammer weapon for example.
As the final horn slotted into place, the arena floor began to tremble. A trail snaked its way through the dust towards the reaper. But it was no match for Death. He tore the skull-worm out of the ground before it could strike, felling it with a single sweep of his scythe.
In addition to the array of weapons and armour available, Death will gain access to three pieces of equipment during the adventure. Although the first game had six such items, each piece of gear in Darksiders II is said to have multiple functions and a far wider range of uses. Death's Ghost Hook allows him to latch onto high points and swing through the air, but also functions as a hook-shot, reeling in enemies or pulling him rapidly towards gargantuan foes. The Void Walker, which generates portals, will also be making a return, albeit with significantly revamped functionality.
The silence was all too brief. Before Death stood the champion, a mighty Golem formed of rock and bone. The beast roared with rage and, ripping out its own head and spine, lashed out - obliterating the gallows Death had been standing on moments ago. Death answered with a flail of his own, latching onto the beast's detached cranium with his Ghost Hook, and sent the Golem crashing into the ground.
Vigil is remaining extremely tight-lipped about any potential multiplayer modes, but have hinted that Death might cross paths with the other Horsemen of the Apocalypse on his travels. Although the ending to Darksiders I suggested the possibility of co-op in a sequel, comments from the developers seem to suggest that this might be something they're saving for a later title in the series - and given that Darksiders II runs parallel to the first game, its ending isn't all that relevant anyway. There's still much work to be done at this early stage - adding the promised in-town npcs, and building many of the side-quests and bosses - but the distinctive Marvel-esque aesthetic is already confidently established,

with chunky, colourful character models striding through the game's intricately sculpted, monumental environments. Hopefully Vigil will be able to come up with some distinctive gameplay to compliment Darksiders' distinctive visuals by the time it ships.
"So I'll just finish off this fetch quest then shall I..?"












Pierce Brosnan is replaced by Daniel Craig, and Eurocom's Goldeneye has entirely new, Wii-made levels - with Bond writer Bruce Feirstein updating the story to focus on the banking crisis rather than Cold War fallout. Feirstein wasn't the only Bond talent to be drawn to the game; 007 composer Dave Arnold and Craig stunt double Ben Cooke were drafted in to supply music and motion-capture footage as well (for Goldeneye: Reloaded, Eurocom has apparently summoned Cooke back to their on-site motion-capture facility to record additional animations specifically for the port). Naturally Eurocom's gameplay reflects the advances in FPS mechanics that have occurred over the last decade, with grenade indicators, instant-kill melee attacks, regenerating health, and even the ability to aim and move concurrently all making it through to the port.
d Steer), but given that the Wii version was built around the option it's not entirely inconceivable.
er, and the Tibur (Shark-men) stand-out against some other fairly drab fantasy staples. Four character classes will be available in the final game, including a mage-like Alchitect, a melee-focused Savage, and a Gunslinger that attacks from afar with bullets and bombs. According to Community Manager Kevin Eva, each character has “their own reasons” for embarking on the quest, some of which, he hinted, might not be entirely above board.
given the varied team-configurations that can arise.
On the Xbox Live Arcade this week, EA and Criterion's 2006 title, Black has been reduced in price to 800 Microsoft Points. No doubt it's a price promotion by EA that's been strategically timed to hitch a ride with Codemasters' ramping-up of publicity for Bodycount, which is currently as ramped-up as it gets with the game preparing for launch at the start of next month. Both games share much of the same DNA, not only through a number of developers on Codemasters' Guildford-based team but in the game's overall design as well. Once again, the focus is on guns and destruction; on using destructible environments as a vehicle for gameplay. It was a highly innovative approach to FPS design in 2006 and, actually, it remains relatively underused in current-gen shooters today.
cy – think of it like XP. As you progress in the campaign and collect more Intel, you'll open up the option to use various support actions which start with a timed period of invincibility and move up the tiers through explosive ammo, radar augmentations and, at the top-end of the scale, an airstrike. Roughly comparable to Call of Duty's perks, these abilities were consistent throughout the three levels of single-player and the Horde-style co-op mode we sampled. Although not quite as cathartic and rewarding as their CoD counterparts, they do at least offer an incentive to play the game as intended, with as much fiery destruction and explosive gumption as possible. But it's perhaps this destructible element of the game that underwhelmed us the most in what was, admittedly, a more broad than comprehensive sit-down with the code.
y wasn't quite as raucous and off-the-hook as what we'd anticipated given the Black lineage - other than a clever little cover system (half a press of the left-trigger peers down the barrel; a full press prompts an almost skittle-like 'lean' out of cover), Bodycount's core-combat felt a touch on the generic side. There really is a lot more to see of the game though, so we're reserving judgement for now and hoping for the best come review.
The slug slices tendon and sinew, plucking open his biceps like an overstrung ukelele. Clasping his inert, dangling limb, the wastelander slumps against a nearby wall, grimacing and howling as you close in. A crushing rifle blow to the cheek shatters his tawdry face-mask and sends him crashing down into the dust. Babbling with shock, he lurches onto his elbow and waves a shaky pistol towards you, loosing a few futile rounds before his skull comes apart at the muzzle of your shotgun.
you get your standard pistol, shotgun, assault and sniper-rifle variants – however, ammo types can be switched on the fly, allowing for easy access to more esoteric variations of each. Equipping Fat Boy rounds turns your pistol into a hefty magnum with brutal stopping power, while Killbursts contain “bullets within bullets within bullets”, letting you empty a whole clip into an unsuspecting mutant’s face in under a second (a couple of cranial Killbursts will even take down the be-tentacled, bile spitting Kraken you encounter later on). A crossbow facilitates stealthier tactics: using either standard or electrified bolts, you can sneak through enemy strong-holds picking off guards as you go, or whip out your Mind Control bolts and turn an innocent bandit into an improvised ambling explosive. There’s also a range of quick-use gadgets you can craft from the scattered detritus you find lying around, from sentry guns and healing bandages to a brutal three pronged metallic boomerang, perfect for the occasional impromptu decapitation.
ttack cycle compared to the range of behaviour exhibited by his standard foot soldiers. Some might also note the potential tension between id’s focus on visceral blasting - the linearity of the early combat sections - and the purportedly quasi-open-world structure that RAGE aspires to, but others would slap them for being pretentious and call it a clever balance of seemingly disparate gameplay ideals instead. And then slap themselves. Who will have the final slap? We’ll have to wait until the game’s long-awaited release this October to find out.
Economics dictate design. In the heyday of the arcade, it made fiscal sense for games to abuse their players; more deaths meant more money in the slot, tumbling down into the belly of the beast. But with the rise of the home console, and the ascendancy of the pre-owned market, modern games have become terribly insecure.
g, before dashing off up some stairs to the right. After rushing the archers above, you spot a passage leading off behind the death-pig below. If you drop down you should have ample time to make your escape, right?
tion and disruption has been expanded upon with various class-specific abilities (the Pyromancer, for example, can summon a Grave Lord which randomly infects another player’s game, causing monsters to continually respawn). Although Demon’s Souls' fans might struggle to re-capture the same exhilarating sense of surprise and discovery - the thrill of the new - that they had with the original, there’s still much here for them to enjoy, and new players discovering the series for the first time are set for a refreshing - if rather challenging - treat.