Deconstructing the Game: Darksiders

Even magic is very useful in fights when you feel out manned and overwhelmed. One quick button press and War can gain stone like armor or catch on fire to do fire damage to all of his attackers, along with other abilities that are great to play around with. These work perfectly with the overall fighting scheme and do not have any lag in casting or anything else that could disrupt the flow of a fight.

The combat system lends well to mixing things up and changing tactics at any given moment. You feel free to do what you want when fighting and the game doesn’t punish your tactics by decreasing the amount of your reward for killing enemies based on how you choose to finish them off. Fighting can feel effortless to do a lot of destruction with a minimal amount of effort, just the way it should feel weilding the blade of supposedly the most feared Horseman. But conversely when the difficult baddies show up and my before tactics would fail leading to my death, I never felt overly punished when fighting a battle that I lost; I just had to devise a new plan of attack to get through the room.

Hell, the battle system is so good that even the horse battle sequences feel good. They aren’t perfect, but it feels pretty epic riding around with a giant sand worm type thing chasing at your heals trying to sprint to avoid getting ripped to pieces.

In addition to the standard weapons and sub-weapons that I felt were so awesome, the ability to pick up a few extra weapons was very welcome and something that really differentiates Darksiders from God of War. War can pick up and throw cars at enemies, can beat enemies with street lamps and in sections where certain foes carry laser rifles (not the wuss pistol that you get as a main), you get to pick them up and shoot right back at the enemies creating sections where the normal hack ‘n slash gameplay becomes more chaotic and distancing; another way Darksiders infuses variety into the game to spice things up here and there.

The opposing forces are fun to fight: A key part of a well-designed combat system, one that many designers seem to forget, is keeping the combat fun by having enemies that are enjoyable to fight. Darksiders manages to keep the enemies fun and interesting to fight in a number of ways.