![]() ![]() Using The Darkness to grab an opponent and rip through their chest is a gloriously bloody spectacle necessitating repeat performances throughout the game. As The Darkness allows players to smash and slice through waves of villains, there’s an unnerving comfort that develops with those hungry tentacles that beg the player to feed them hearts and impale enemies when the bullets run low. There is no escape from The Darkness, which whispers in the player’s ear, an ever-present and ominous companion that the player forms a partnership with. The Darkness II continues to offer the opportunity to consider consequences without the weight of heavy handed intention, though the game also struggles with subtlety, at times slipping into preachy forced moments hoping to stress the narrative effort at work beneath the layers of blood players can paint the town red with. This allows The Darkness to actually brush against a pursuit often cited but rarely achieved, creating a game that does cater to those gamers simply looking for a few hours of visceral tentacle murder as well as those players inclined to read and write lofty words about the more subtle potential being tapped. And while Jackie’s relationship with The Darkness plays out this way, the consequences of this union emerge entirely through the relationships within the game rather than any play mechanic that might attempt to spank players with the parental hand of morality. ![]() But it also consumes him via its usage, with each act of power surrendering more of Jackie to The Darkness that works to consume him. The Darkness hits us with something applicable on many levels, with a power that makes Jackie great at what he does, which just happens to be killing people. Powered by comic book source material, The Darkness II continues to serve as an oddity in power-fantasy gaming, with Jackie Estacado’s superhuman abilities offering players a check via the weight of conscious felt purely through the narrative. The majority of such games resort to unleashing the hounds with old ideas of order and control, which often take the form of recognizable authoritative order reacting in force scaled to the level of chaos being created. Being let loose to smash and slaughter on a God-like level offers players incredible freedom, but wants for purpose rather quickly. Videogames that enable players to act out extreme power-fantasies often struggle in presenting checks to balance the ability to do anything with the consequences of such actions – or at least they should.
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