Assassin's Creed 3 or Borderlands 2 will get GOTY, this may be a contender but will probably get best action game.
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08-02-2012 #51
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08-02-2012 #52Veteran







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http://itunes.apple.com/us/app/darks...541957098?mt=8
eff around with that app everyday as much as possible.... you unlock wallpapers, then a mini e-guide, then digital copy of darksiders 2 comic book... then finally the exclusive weapon... its a really basic app, you just click on locations around you via gps... every place has a certain amount of souls, and you just have to get X amount of souls for each unlock. (the locations update constantly, and you get 3 harvests every 10 min...
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DarkVincent07 wants to slowly undress this post.
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08-02-2012 #53
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08-02-2012 #54Veteran







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08-02-2012 #55
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08-02-2012 #56
Soma, amazing tat!! Also, you look pretty awesome! I'm getting more and more interested in this just from forum members!!
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08-03-2012 #57Super Elite







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http://www.maroonersrock.com/2012/08...h-vs-everyone/
Darksiders II Preview Part 3: Death Vs. Everyone
Posted on 02 August 2012 by Adam.
In part 3 of our Darksiders II preview coverage I’ll be looking at the combat mechanics of the game, both in the context of the game as a whole and as a creature unto itself.
Third-person action games usually come in two flavors: slow and repetitive, which Darksiders fell into periodically, or overly complex and frustrating, like Bayonetta. This serves as a huge barrier for many players, either boring the combat connoisseurs or making things too difficult for those outside the fighting game sphere. The difference between Darksiders II and its contemporaries is the way puzzles, platforming, customization and combat work in tandem. However, standing on its own, the combat in Darksiders II is something to admire. Drawing heavily from fighting games like Tekken and Street Fighter as well as more traditional third-person action games like Devil May Cry and Bayonetta, Death manages to offer up a balanced approach that can be as scientific as arcade fighters or just a simple and fun piece to the overall puzzle.
He can even juggle
Capcom’s seminal series Street Fighter is fairly ubiquitous, but I have trouble thinking of a game outside that genre that has managed to feel and play so much like a 2D arcade brawler. Yet, somehow, Lead Combat Designer Ben Cureton made it work brilliantly. Looking at the initial options of Light Attack and Heavy Attack it was hard to imagine that Vigil would be trying to redesign the wheel, but they are on the precipice of doing just that.Factor number one for the combat is speed. As I mentioned in Tuesday’s coverage, Death is fast. Really fast. He doesn’t block, and instead dodges and leaps away to put space between himself and his enemies. Sure, he can take a beating, but that will get old very quickly. Instead of simply running up and pounding away, I was forced to think tactically. Jumping away from a mob and picking them off with different skills and weapons became a complex and satisfying experience, allowing me to find different ways of handling the same enemies based on what equipment I decided to use. Having an axe or warhammer on hand certainly deals prodigious and destructive blows, but it is also terribly slow. Putting on gauntlets, claws (a seemingly subtle but brilliant nod to Vega from Street Fighter), or tonfas allow for such quick combinations that your blows are almost imperceptible. Taking a slow, powerful and methodical approach will be tailor-made to some players, while the quick strike and dodge method will better fit the more reactionary. Deciding your pace of play is key early on in order to master Death’s abilities and get the most power out of your loadout.
Customization, which was covered in depth yesterday, also changes how your engagements with various beasts will go. Both skill trees offer different concepts, but both fit every play style, which was surprising. Powers like calling ghouls and crows to attack and distract your enemies work great for letting you get out of harm’s way and queue up your huge weapons, or you can let them tank for you while you dart in and out knocking out enemies one at a time at breakneck speed. The melee side allows for deeper combos and vicious attacks, perfect for quick strikes or as a way to disorientate and separate bad guys while you fire off huge hits. Every play style is catered to, and unlocking your perfect set up is almost a game on its own.
Vega and Wolverine were later seen crying in the corner
Where Darksiders II truly excels is its combos. That is where you can feel the hand of people who grew up tossing in quarter after quarter at the arcade memorizing and mastering characters. Death has a dizzying amount of combos, opening up dozens just in the first 6 levels I managed to achieve. Instead of relying on how and when you use the two attack buttons, nearly every button is used to diversify and enlarge your possibilities. Finding the set that is right for you and mastering them allows you to chain together ridiculous combinations well into the triple digits, which dodging graciously doesn’t break. Everything gels together smoothly, and you can input moves slightly ahead of Death just like you would in a fighting game. Setting up those chains and then quickly being able to react and avoid incoming attacks makes longer battles feeling like a single move. Once you have a grasp on the mechanics, the game seems to flow together at a rapid pace. Being able to run along a wall, leap to the adjacent ledge, landing in a group of enemies and then immediately starting an attack chain was one of the most exhilarating game moments I’ve had in years.Darksiders II manages to avoid the standard “room and battle, next room and puzzle, next room and battle” routine so common in games, and I felt like I was constantly working at something new. There were no pauses or great gaps in my effect on the game world, no areas of simply running back and forth trying to find the next room I would get trapped in. Everything felt alive and connected in the world, and Death felt like a piece of the world instead of an outsider simply passing through. Each blow feels impactful and real, both those Death delivers and the pummelings dished out by enemies. There are few action titles that can boast such an accomplishment.Fortunately, combat only has to be as complex as you want it to be, meaning that any level of player can get through the game and enjoy it. Having such a curve that doesn’t overly punish or reward one play type could not have been easy to manage, but here it is. I feel bad for games like God of War and DMC now, since they will have to reach the new bar Vigil has managed to set. Darksiders might become the new go-to franchise for action and combat.
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08-03-2012 #58
I had two main problems with Darksiders; The first was the art style, just don't like it. I applaud the generous use of colour wholeheartedly but It's kind of cartoony and over-extravagant and it has a negative effect on the context of the game (being Death n all) and the mood. Just don't like the direction they went with
The second problem was it was just pretty boring
Obviously they didn't feel the same way regarding my first point and fair play to em, but I was just hoping Darksiders 2 would be more sinister and darker in tone, with art style reflecting this. Oh well
I'll still get it, more than likely early next year sometime. Sequels are generally much more fleshed out than the first in a series so I imagine it won't be boring for me like the first was
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08-03-2012 #59
Those previews seem to be written by a Darksiders-fanatic.
I am pretty damn hyped for DS2. I liked the first one, and I watched nearly every video about DS2 on youtube. I got the Limited Edition pre-ordered and I can't wait to start beating and slicing the living crap out of skeletons and demons (and angels, and whatnot) on August 14th.
I love the idea of the dual-wielded scythes... that's an extremely interesting concept for a weapon. Just like Kratos' chained blades were (and still are!) awesome, because it is such an interesting and extraordinary weapon and TOOL, Death's dual scythes kind of generate a similar feeling in my like Kratos' chain blades. Death's scythes aren't only a weapon, but they seem to be a tool to. I like that idea. I always wished for much more use of the chains in GOW games, and in Ascension, they finally brought in the tether system. I expect something similar (not a tethering system, although there is something that's called Death grip, which is a magic "pull arm" that pulls you towards larger enemies, or smaller enemies towards you, and it's also used in traversal) in Darksiders 2. There could be situations where the scythes are used like Kratos uses his blades in GOW2, Ghost Of Sparta and GOW3, where he holds on to a wall or to the ceiling by sticking his blades (in Darksiders: scythes) into the wall/ceiling.
I just hope DS2 isn't too much of an RPG... you know, WOW'ish. That would suck big time.Kratos throws a grenade. Grenade kills 50 undead soldiers. Then the grenade explodes.
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08-09-2012 #61Veteran







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HOLY CRAP!! zbrush models used:
spoiler should be sufficient here:
i was watching a live stream with one of the devs who explained what the Noss's were... basically everything that wasnt a building sized primary boss... but werent regular mobs... are called "Noss" stands for "Not a Boss"
Last edited by SomaXD; 08-09-2012 at 14:46.

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08-09-2012 #62
Looking pretty damn good, however I must agree with Cyn. Never got around to finishing the first one, and it does give off a very Blizzard/Warcraft-like vibe.
Still gonna keep my eye on this one.__________
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08-11-2012 #63Super Elite







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I just looked at metacritic and 2 magazines are listed there. One on PS3 and one on Xbox. Nothing for PC yet. I don't think they're supposed to release the reviews until the day of release.
Play UK
Aug 7, 2012
86
While it's not a huge step up from the original, a break of two and a half years and a bit of polish makes Darksiders II easy to recommend. It has issues, but there's a hell of a lot of game for those who want it. [Issue#221, p.70]
X360 Magazine UK
Aug 8, 2012
90
Vast, sprawling, beautiful and infinitely playable, Darksiders II is the biggest and best surprise of 2012. So far. It will fill all the time between now and other big hitters. [Issue#88, p.26]
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08-14-2012 #64Super Elite







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The reviews should start rolling in now. 2 new ones showed up, one for PS3, one for Xbox 360.
Playstation Official Magazine Australia
Aug 13, 2012
90
In this age of cookie-cutter sequels, it's always a pleasure to play a follow-up that feels better than the first, almost instantly. Darksiders II is the slickest number two in a long time...Everything about the original has been lubricated to the point where we can't even remember what War was good for. Going back is impossible. [Issue#72, p.70
Games Master UK
Aug 13, 2012
88
The first Darksiders rightly garnered itself a cult following, but it's barely fit to hold a candle to Darksiders II. Bigger, bolder, more creative, more interesting, deeper, smarter, better... Hurl all the positive adjectives and adverbs you want at this action-adventure sequel and they'll stick good and tight. [Oct 2012, p.73]
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08-16-2012 #65
Some of the reviews aren't all that good but they are some of the same complaints as the first game. I really enjoyed the first one so there is no doubt I'll like this one as well.
I like the addition of the Crucible, it's a great way to hone your skills.I don't need no stinkin' signature!
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This game is good, but not game of the year good. Right now these damn freezes are really pissing me off. It will just randomly freeze up.
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08-17-2012 #67
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08-17-2012 #68Administrator







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08-17-2012 #69
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08-17-2012 #70
Some impressions after playing for a few hours:
Its a very big game indeed, the map is pretty huge but not on the scale of Skyrim I suppose, with multiple capital cities and such.
The soundtrack is fantastic and epic, as is the scenery and overall presentation of the game. I'm very pleased with my purchase. The combat is great, with plenty of skills and combos at your disposal to keep things interesting. Plenty of gems and cool items and out-of-reach places to explore (meaning you have to go off the quest path to find them). I also like how you get the horse immediately, as you are a Horseman after all.
The platforming element is awesome and fun, much like Assassin's Creed or even Prince of Persia. Took me a bit to get the hang of it, but once I did, Death was very fluid in his movement. The voice acting is top-notch IMO.
My only gripes are the occasional glitches and freezing. When entering a new zone for example, which requires a bit of loading (it isn't necessarily seamless), the game will freeze momentarily.__________
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08-17-2012 #71Veteran







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im gonna say this though... the loading is a million times faster than skyrim though... its amazing actually, almost everything is seamless (except for a minor stutter sometimes...going from outside map to dungeon is pretty damn quick, i was impressed... i expected longer loading...)
i just finished the first major story quest (the tree of life) ... and im hitting 30 hours, @ level 12.
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08-17-2012 #72Super Moderator







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I've only played for about an hour and 15mins, but so far I really love it. The art style, combat and RPG elements are tops. And equipping items on the fly is great, saves some hassle going into menus.
The framerate could be better, but to me its pretty easy to ignore. 30 hours for just the tree of life section? I just got the cauldron dungeon... its gonna be a long ride (dat pun)
Also, this is mainly directed at Tpyical Guy, but would you like me to re-name the thread to The Darksiders II - Discussion Thread or something similar?
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08-17-2012 #73Administrator







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I am playing on Normal settings. 16hrs in and I am level 14.
Here are my stats as of right now.
STATS
Combat Time 02:28:13
Deaths - 74
Environment Deaths - 36
Combat Deaths - 38 (Damn you Deposed King!!!!)
Total Blood Spilled - 42,263 gallons
Reaper Kills - 10
Horseback Kills - 2
Most Killed Monster - Stinger
Total Worth - 849,637
Boatman Coin Total - 46
Distance Traveled on Foot - 131 miles
Distance Traveled on Despair - 29 miles
Primary Quests Completed - 7
Secondary Quests Completed - 8
I am past the Tree of Death and in the Arena.
Here are the main problems of this game.
1. When you unlock a door, you have to press circle to open it again. This just bothers me.
2. You will die many, many times! Mostly cheap environment deaths. Poor camera angle, or your character just didn't grab anything.
3. When you jump and evade, you really have no control. All you do is jump out of the way and sometimes it is hard to counter. They removed the ability to evade by jumping and flipping off your opponent. If you triple jump, you are left vulnerable for a good second as your character will just kneel a little after the 3rd jump.
4. The random game freezes. This just pisses me off.
5. When you use a health potion, your health has to gradually raise. This should be instant. I have died a few times because my health gauge did not fill quick enough.Last edited by Lethal_NFS; 08-17-2012 at 18:49.
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08-17-2012 #74Veteran







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i cant be the only one whos absolutely horrified that you cant use the D-Pad in the menus? Seriously for a game that youll be in-menu a LOT due to gear comparison and looking at new gear and stuff... it seems just awkward to only use the analogue stick..
(this is my only complaint so far.. 30 hours in)
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