Like many, I am a series newcomer and the grapevine’s overall view of the first game led me into second with a sense of boyish excitement and cautious anticipation, as well as that ever-present voice telling me to embrace the darkness. You play a young Tommy Wiseau, or Jackie Estacado as his friends call him, two years after the first game and are living the highlife of a mafia boss in a city we can safely presume is New York. You survive the world’s most overblown yet ineffective assassination attempt and in the process, inadvertently stir The Darkness within, unleashing it onto your assailants. As well as introducing both the main character, antagonist, close-friend, game-mechanics and such, it also serves as a pretty effective tutorial which leaves your immersion entirely unblemished. A rather subtle, delicate touch is the choice to have the controller gentle rumble whilst Jackie is speaking, even in itself makes him feel more tangible.
As well as the arms, dual-wielded guns create an entirely unique ‘quad-wielding’, a rather lumbering phrase, so whilst your left demon-arm is dangling an enemy by his big toe, your right one jabbing away at other enemies, you could be firing off entire clips of both your desert eagles. Well, you could, if it didn’t make the screen look like a particularly brutal murder during the Tomatina. That said, quad-wield creates an utterly seem-less flow in gameplay, allowing a majestic shift between styles.
The game itself is stylised a la Borderlands, although not technically cel-shaded but ‘graphic noir’. This term was coined by Digital Extremes’ Sheldon Carter, a technique allegedly incorporating both cel-shading and photorealism, creating a style unto itself which has the unfortunate consequence of occasionally displaying some textures, especially faces, at fairly poor resolutions. This is only a minor issue as, for the most part, characters are well-animated and entirely personable, especially your deceased girlfriend Jenny, making for some genuinely heartfelt and emotional encounters. The colour palette is tantalisingly vibrant and some of the level designs are astonishingly good, a particular highlight is the brothel and Paul Jenkins’ depiction of hell.
This is precisely the perfect use of the 18 certificate, take note NeverDead. It’s adult but not entirely for the sake of it, the occasional unnecessary swear word aside -when you see it, you’ll know-. Minor, nitpicky criticisms are that a couple of the achievements are somewhat spoilerful, climbing up ladders feels a bit iffy and a muted plea for Digital Extremes to patch the game to completely destroy any record of what happens after the credits. The co-op mode as almost entirely superfluous and whilst it brings little to the table. Visceral is a hugely banal and grossly misused term in videogames but this game is the absolute epitome of the term. This is genuinely some of the most rewarding combat I’ve played in recent years and whilst being utterly gratuitous in terms of gore, it’s also gloriously magnificent.
This game was reviewed on the Xbox 360.
THE GOOD
Visceral and utterly gratuitous combat. A exciting, thought-provoking, yet tender plot. Gloriously magnificent.
THE BAD
Spoilerful acheivements, superfluous co-op mode and a somewhat perplexing ending.
Final Verdict
Generally such concepts are explored through abstract metaphors involving carpenters from Marseille, battling with the manifestations of their inner omens in a patisserie, or something but never has good versus evil been more literally explored than in the Darkness series.