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Darksiders getting 90-minute demo - First Full Dungeon

Downloading now.

Had little interest in the game for mainly looking too much like World of Warcraft. I even heard a monster or two was directly inspired from WoW but that main character...

Well, guess I'll check it out. Over 1 GB for the demo.
 
Darkmakaimura said:
Downloading now.

Had little interest in the game for mainly looking too much like World of Warcraft. I even heard a monster or two was directly inspired from WoW but that main character...

Well, guess I'll check it out. Over 1 GB for the demo.

Well I doubt that, I haven't seen any creature in the game resemble any WoW character if I'm not mistaken. Also, over 1gb for a demo is nothing new.
 
MMaRsu said:
Well I doubt that, I haven't seen any creature in the game resemble any WoW character if I'm not mistaken. Also, over 1gb for a demo is nothing new.

From the Darksiders Wiki: http://darksiders.wikia.com/wiki/The_Destroyer
Abbadon's appearance,as The Destroyer, greatly resembles Deathwing from the Warcraft Universe.His title as The Destroyer is also one of Deathwings titles.

http://darksiders.wikia.com/wiki/Vulgrim
Vulgrim has a stiking resemblence to a lich from Warcraft 3.

Not to mention the first time I saw War, the main character, I thought he looked like a WoW character right out of the bag.
 
Nose Master said:
The game may rip off everything under the sun, but it's still amazing.

There's a meta game of "I Spy" that happens while playing Darksiders.

"That's God of War. That's Zelda. That's Panzer Dragoon."
 
Nose Master said:
Best dungeon in the game, too. The game may rip off everything under the sun, but it's still amazing.

hah, i'm playing through the retail version, near the end, and i'd come to accept that they just shamelessly ripped off god of war, zelda, and the warcraft art style, and i'd moved on from that because the game is overall still very fun. then i got to the black tower dungeon and the game becomes portal :lol i'm wondering if there are any other surprise hit game cameos before the end.

i have some issues with combat in the game. they went for god of war, but the game is lacking that strategy gow has. in gow you can get legitimately good with your fighting abilities, and avoid taking damage. with this game i find that, mainly because block is broken (r1 blocks, but r1 with direction makes you dash, usually when i try to block i always instinctively try to face my attacker like you can in gow, dash into him instead, and get mauled - even worse is that you don't fall back into blocking after a dash if you keep holding r1, you have to repress it while standing still), and also because the combat overall - including enemy behavior - just isn't as refined, combat turns into a spam fest. they practically acknowledge this when they respawn you after death with half your energy ("we know you couldn't make it through that fight with low energy because the game is a spamfest, so here's enough to button mash your way through")

but don't let me scare you, i love to bitch about games. if you like a good adventure, i really recommend picking this game up. it's a lot of fun.
 
Darkmakaimura said:
From the Darksiders Wiki:
That's kind of idiotic.
Blizzard didn't invent dragons and skeleton priest dudes. Those designs are totally different.

As for the demo... I have no idea what to think about it.
Couldn't get into it for most of the dungeon, but it became really fun near the end and Joe Madureira's designs are pretty fantastic (the Jailer really impressed me).
Still, I am bothered by the lack of originality. It's not as shameful as Dante's Inferno, because for every bit they borrow, they do add something from themselves, but damn... it does make me feel a bit uneasy.

I'm surprised I didn't see Gears of War mentioned in all the (lengthy) lists of games Darksiders borrows from. I get a total Gears vibe from the environments, their version of the Zelda jingle, especially combined with the main character's physique.
 
I think I'm just being dense, but I have no idea where I'm meant to go at the start of the demo! Walked into the building and there is only a locked door.
 
diddlyD said:
hah, i'm playing through the retail version, near the end, and i'd come to accept that they just shamelessly ripped off god of war, zelda, and the warcraft art style, and i'd moved on from that because the game is overall still very fun. then i got to the black tower dungeon and the game becomes portal :lol i'm wondering if there are any other surprise hit game cameos before the end.

i have some issues with combat in the game. they went for god of war, but the game is lacking that strategy gow has. in gow you can get legitimately good with your fighting abilities, and avoid taking damage. with this game i find that, mainly because block is broken (r1 blocks, but r1 with direction makes you dash, usually when i try to block i always instinctively try to face my attacker like you can in gow, dash into him instead, and get mauled - even worse is that you don't fall back into blocking after a dash if you keep holding r1, you have to repress it while standing still), and also because the combat overall - including enemy behavior - just isn't as refined, combat turns into a spam fest. they practically acknowledge this when they respawn you after death with half your energy ("we know you couldn't make it through that fight with low energy because the game is a spamfest, so here's enough to button mash your way through")

but don't let me scare you, i love to bitch about games. if you like a good adventure, i really recommend picking this game up. it's a lot of fun.

The game doesn't rip off the WoW artstyle AT ALL. Joe Mad has been drawing like that before WoW.
 
Robin said:
I think I'm just being dense, but I have no idea where I'm meant to go at the start of the demo! Walked into the building and there is only a locked door.
I think you need to
get a sword and put it in one of the swordless statues
. :lol Can't believe I just finished playing the demo and I can't remember what to do already, what a lengthy nice demo. I'm definitely adding this game to my wishlist.
 
FunkyPajamas said:
I think you need to
get a sword and put it in one of the swordless statues
. :lol Can't believe I just finished playing the demo and I can't remember what to do already, what a lenthy nice demo. I'm definitely adding this game to my wishlist.
I just figured it out this second :lol The action button didn't come up before...
 
The use of L2, R2, and R3 drove me nuts for a bit. Didnt use the lock on much, thinking maybe i should have. Jailer and Tamat(sp?) were pretty cool?

hmmm... was there a block button? cause i dont think i used it.
 
Just finished the demo. Nice game, but the shitty combat is killing it for me. Especially near the end of the demo when you practically have to fight nonstop. I liked the Zelda style puzzles but I'm not suffering to all the rest just because of that.
Also, am I the only one who constantly fell into the lava when you needed to do bigger jumps just because the game doesn't seem to register last time button presses?
 
Castor Krieg said:
Devs should just admit "we don't want to do the demo because we think it will hurt sales". It's not like majority of people buying games nowadays are hardcore gamers.

That is not usually the case.

What normally happens is that there is such a scramble to get the real game out to retail and fix all the issues with it that there is no capacity to make a demo.

You have to understand, to do the job you have to branch your perforce and essentially do upkeep on two locations simulateously and merge fixes and changes over to the demo branch, and you can only do this with confidence if your project it stable. No good having a demo full of bugs and crashes.

Games where the demo comes out with good lead to the retail game normally means the project is under control or there are sections of it that are essentially complete. Not all game development is this smooth.

Making a demo can be double the work and most people just want the retail game in a timely fashion.
 
Hated the demo, made it pretty far into the dungeon but got stuck in the area with three angel statues, I only had one sword and couldn't find the other two. I find the game to be boring!
 
I like that!

It really feels like a God of War with Soul Reaver elements and some RPG-ish feel ala Zelda.
HOWEVER, there's so many games out there and especially a GOW coming so soon... It's absolutely certain I skip this one.

.
 
I downloaded the demo but forgot to play the damn thing.

Started it up, couldn't pass the loading screen since it got stuck, however, the music played on.

Turned off the console and on again. Loaded the demo and passed the loading screen. From the few minutes I played it befor it froze again and my joypad wildly shaking, it's not my thing, toomuch freedom.

I fought a few baddies, but Dante's Inferno is way more fun than this. Wether it's the console or the demo, I refuse to start it up again since I don't like it anyway and will not bother playing through the 90 minute demo.

Well done for them to put up a large demo like that, most of them are maybe 15 to 20 minutes long.
 
StickyFingers said:
I downloaded the demo but forgot to play the damn thing.

Started it up, couldn't pass the loading screen since it got stuck, however, the music played on.

Turned off the console and on again. Loaded the demo and passed the loading screen. From the few minutes I played it befor it froze again and my joypad wildly shaking, it's not my thing, toomuch freedom.

I fought a few baddies, but Dante's Inferno is way more fun than this. Wether it's the console or the demo, I refuse to start it up again since I don't like it anyway and will not bother playing through the 90 minute demo.

Well done for them to put up a large demo like that, most of them are maybe 15 to 20 minutes long.

Lolz. This game is nothing like Dante's Inferno. Why even compare the two.
 
MMaRsu said:
The game doesn't rip off the WoW artstyle AT ALL. Joe Mad has been drawing like that before WoW.

This. I've got old issues with Joe M. art from back when I was in highschool. If anything, it's the other way around.
 
Feindflug said:
Yeah didn't get the comparison...Darksiders is a Zelda clone and a great game, DI is a GoW clone and POS game.

Oh, come on. Darksiders' combat is a bit God Of War-y, and that's where the comparison comes from. Also, DI wasn't even close to being a "POS". It was actually pretty good, if not a bit... tasteless.
 
I liked it, but a few times I became stuck on puzzle-ish stuff. Shit, I spent a good half hour trying to find out how to proceed in one section (Turns out I had to push a statue off a ledge in the courtyard area to the right of the main cathedral room <_<) Made me feel like an idiot at times, but, aside from a really small light on the bottom of that one statue, there was no other indicator for me to find (Okay, I guess I might have ran past it to quickly to see the button prompt, but c'moooon!), so that seemed more of a developer error :p. If I end up trading some more games in soon, I'll probably pick it up, especially if I can find a copy with the code for RFG in it (unless that promotion is now over). Anyways, I applaud the developers for making such a large demo. Even though I didn't finish it (I forgot to turn in all the shit I found to the guy out front before getting to the boss :/, so I rage-quit :lol), it definitely made me want more. Will probably play through the demo at least once more just to see what shit I missed.
 
FunkyPajamas said:
I think you need to
get a sword and put it in one of the swordless statues
.


Might as well stop playing the demo at this point because it this over and over and over again plus a boss fight. Way to repetitive for my taste. I do love the Joe Madureira art though.
 
I didn't find it repetitive, but I didn't feel motivated to get through it. I only played for like 10-15 minutes and then got sort of stuck somewhere because I didn't know how to keep going forward, and decided to quit the game.

I think it looks good (not best looking game, but still good enough), I have checked the artwork and I LOVE it, the character design is better than I expected from all the bash I heard. But some stuff felt a bit too generic (the dungeon itself..) for a game that's could have so much more interesting stuff on it (and I don't doubt it has, but this dungeon definitely wasn't all that interesting to explore).
 
Played the demo, and that certainly is a meaty demo indeed. I can see the rare moments of inspiration like the bomb puzzles but everything else about the game just feels either boring or completely derivative. Its a shame, but I just can't get over stuff like swords called CHAOSEATER, Joe Mad's skull armour fetish and The Joker following you around delivering edgy violent speech. The combat is dreadfully dull as well, but alright. Dungeon design is awful with its copy and pasted areas though because you immediately get confused if this is the same room you've been in or not or if it's just the "East Wing Corridor" version of it. Makes sense from a real world architecture POV, but makes for awful gameplay due that confusion of mirrored identical areas.

If they had fused the art direction and story of Brutal Legend with the gameplay basis of dungeons and combat from Darksiders, I would buy that game rather than skipping the both of them!
 
Warm Machine said:
That is not usually the case.

What normally happens is that there is such a scramble to get the real game out to retail and fix all the issues with it that there is no capacity to make a demo.

You have to understand, to do the job you have to branch your perforce and essentially do upkeep on two locations simulateously and merge fixes and changes over to the demo branch, and you can only do this with confidence if your project it stable. No good having a demo full of bugs and crashes.

Games where the demo comes out with good lead to the retail game normally means the project is under control or there are sections of it that are essentially complete. Not all game development is this smooth.

Making a demo can be double the work and most people just want the retail game in a timely fashion.

Didn't think it's so much hassle like that. Thanks for the useful info, will keep that in mind in the future.

As to the demo I found it a lot of fun. Not full-price fun, and I have other games to play, but I will get it somewhere down the line. The only thing that pissed me off it that second jump doesn't always register, making me fall into the lava, etc.
 
I beat the demo. I enjoyed the game, but I did spend alot of time falling into lava.
It took me a bit to understand what fire the game was talking about to light the bombs. I kept throwing them into the lava. I believe there was a hint about doing it correctly, but I must of just glanced it over.
I found the aiming plus locking on a bit clumsy for having to use it in combat. I'll trade for this game or pick it up when it hits $30.
 
That was one long ass demo.

Image quality was pretty awful, the jaggies - they burn, it can also get pretty blurry when you're maneuvering the camera. Overally the graphics are just about average. The game is a mix of GOW and Zelda, as people have said. I kind of had fun with the demo, but I doubt I will play it ever again. :P I didn't really like all the backtracking, the puzzles shown in the demo were nothing new for the genre. I thought it was all right, nothing great but not bad either. Just a good, serviceable adventure game. It really does remind me of Zelda...but I dunno, I just wasn't impressed by anything in the demo. The upcoming Zelda game is going to have to do A LOT MORE than just being yet another game in the series.


Bottomline: it's a b-tier game, I might buy it on the cheap way down the line, but not likely. :P

Not all that comparable, but I liked this more than the Dante demo. I'd recommend getting this game instead of DI. :P
 
MMaRsu said:
What exactly is repetitive about it?

Well, I thought the first dungeon went on way too long. It seemed that they had puzzlest hey kept throwing at you were too similar in execution.

I get the combat comparisons, but that's not the focus of the game. I think it's a bit like PoP: SoT where the sections with fighting overstay their welcome. It's nowhere near as bad as that game, but there were several points in the game where I would think, "STILL fighting?"
 
MMaRsu said:
What exactly is repetitive about it?

Fighting the same type of enemies for 10 mins straight, just mashing the buttons. It's just very mindless, and I don't like it at all.
 
I'm having an issue beating two of the armored guys at the same time on normal. The camera is driving me insane (too close for the combat), and the way they knock you around I don't feel I even have a chance. The way they swing even dashing to the side doesn't seem to work.

Non combat stuff is really fun though.
EDIT: Nevermind, its the lock on thats making it difficult. Not locking on makes it a lot easier to dodge.
 
I loved the demo. Being a life long Zelda fan and never really finding any games that are like Zelda I was not holding my breath that this game would deliver. What do you know it does have a Zelda feel, I was shocked. It is a Zelda with awesome combat. The combat system is handled well, you got GoW like combos, I like the dodge which feels very responsive. If Zelda and GoW had a baby it would be this game. Obviously it not as good as either of two games at what they do best, but the combination is unique. I will be getting this game.
 
Glad I didn't buy this. Combat is way too long and tedious for simple button mashing, and they throw enemies at you far too often for this. Not like Zelda either where you go about different ways to handle each enemy -- just mash X and Y.

Can't imagine running through the whole game, let alone finish the dungeon.
 
Honestly, it reminds me more of Soul Reaver (because of the tone) than it does of Zelda. Though I can see how people would instantly think of Zelda because of the boomerang and other items; so I guess saying that it's a mix between Soul Reaver (combat, presentation, tone, cinematics) and Zelda (item usage in dungeons, dungeon progression, map+compass) is closer to what I felt like while playing the game.

I was able to "get past" the graphics (at first I felt the camera was zoomed in too close) and art style (I don't like the main character design, I liked more the alternate suit I saw before) and enjoy the game as a light (as in content/depth) adventure game with a basic action combo-based element.
 
I just got this game but haven't started it yet. This is a cool idea though, if I hadn't bought it I'd have grabbed this in a heartbeat.
 
LM4sure said:
That sounds like God of War!!!!
I'm no fan of GOW, but the combat there is much better than this. The enemies have way too much life to become anything but tedious in this game.
 
Kenak said:
Glad I didn't buy this. Combat is way too long and tedious for simple button mashing, and they throw enemies at you far too often for this. Not like Zelda either where you go about different ways to handle each enemy -- just mash X and Y.

Can't imagine running through the whole game, let alone finish the dungeon.

The combat isn't really just mash X or Y. Maybe early in the game, but later when you get the upgrades not at all.

Aaron said:
I'm no fan of GOW, but the combat there is much better than this. The enemies have way too much life to become anything but tedious in this game.

That's because GoW is VERY combat focussed. This has combat as well, but comparing Darksiders and GoW is stupid.
 
Why the fuck did I just get an end boss spoiler in a fucking demo thread? Fuck this shit thanks for complaining about WoW and ruining my surprise. Never fixed it either...
 
Alright finished it, combat got less annoying once I stopped using lock on (which brings in the camera and makes dodging more luck than anything else). Enemies had too much health, and the small ones don't put up much of a fight (feels like a time-waster) and I thought some attacks were a bit cheap. Puzzles were good though the dungeon layout felt kind of random.

Environments looked nice, though I was tired of it by the end (not a whole lot of variety). Don't like the enemy/character design at all really. I wouldn't say its "bad" I just wasn't a fan of it.


I did have fun with it overall. I'll add it to the list of games I need to buy eventually.
 
Pretty generous demo. I just played it almost through to the end and got irritated fighting waves of those big enemies in a locked room/tired of plying, so I packed it in. Shame, because I had a bastard load of souls to cash in. Is that geezer who sells you the upgrades only available in that spot at the start of the demo?
 
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