The word "apocalypse" originally referred not to a cosmic, metaphysical event, but to the act of divine revelation. Roughly translated from the original Greek apocalypsis, the word more literally means "a lifting of the veil," or "an uncovering." The final book of the New Testament, the Revelation of St. John of Patmos (often erroneously called "Revelations," and my inner biblical scholar cringes), is sometimes called "The Apocalypse of St. John." Other apocalypses, such as the Shepherd of Hermas and the Apocalypse of Peter found their ways into early Christian canons (though later made apocryphal), and, as a result, the term "apocalypse" became associated with an entire genre of literature, extending to Dante's Divine Comedy, Milton's Paradise Lost, the poetry of William Blake and William Butler Yeats, as well as visual media. My personal favorite is Albrecht Durer's Apocalypse, a series of woodcuts depicting in vivid detail the visions of St. John the Divine. THQ and Vigil Games' Darksiders franchise offers the most recent attempt to bring a biblical apocalypse to the video game medium, and it's second installment largely succeeds where the original failed--though it's not without its shortcomings.
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"Four Horsemen of the Apocalypse" by Albrecht Durer (1497-98). From bottom left to right: Death, Famine, War, Pestilence (Plague) |
The Four Horsemen of the Apocalypse provide a great central concept around which to build a video game mythology. In this aspect, Darksiders works very well. In fact, my favorite aspect of the original Darksiders is its story--though I do have a fascination with Judeo-Christian texts and mythologies. I love the comic book art direction and the over-written story and dialogue. I also enjoy its bizarre mixture of Talmudic, Babylonian, and various other biblical mythologies that re-purposed the names and stories of gods, angels, and demons. In the original Darksiders, the Apocalypse occurs ahead of schedule, and War, one of the four Horseman (along with Death, Fury, and Strife), gets the blame as the hosts of the High Heavens and the Burning Hells use earth as the location for the biggest cage fight in the Creation. The game follows War as he seeks to clear his name and defend himself against charges of premature apoculation. The first game sticks so close to its Hebraic hegemonic structure that it can come across as awkwardly complicated, but I always wanted to know what War would encounter next. It's a fun, fresh take on the biblical Apocalypse. Its scope, however, is weirdly limited. The Apocalypse seems only to have smacked one small part of the earth--an unnamed city--which seems at odds with such an epic event. Localizing the Apocalypse may be the only way to capture it in a videogame, and perhaps creating a third-person adventure that can encapsulate such a cosmic event is impossible commercially and practically. Nevertheless, Darksiders, for as much as I enjoy it, left me wanting. This feeling magnified when the game ends on the biggest cliffhanger since God of War II.
Though Darksiders II does not provide closure to the story left hanging in the first, it is a better game. Most aspects of the first are improved, as the player shifts from control of the duty-bound War to the mysteriously remorseful Death. The traversal mechanics of Darksiders II work very well, though sometimes the game does not register button presses every now and then. The clunky menu system of Darksiders has been thankfully addressed, and using certain weapons/abilities no longer ties my fingers in knots (like that damn boomerang). New leveling systems allow you to craft your character and his armor in significantly, albeit streamlined, ways. Death even begins with his mount, Despair, readily accessible, unlike his brother who spends the first half of the game's predecessor as a Horseman without his horse. Death is a much more approachable, if not complex, character than his younger brother; Death's confidence and sense of humor facilitate more interesting interactions than War's stoic demeanor. The angels, demons and all between fit Joe Maduiera's comic book apocalypse aesthetic extremely well, offering modernized interpretations of preternatural characters and eldritch creatures.
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"And over them triumphant Death his dart / Shook, but delay'd to strike, though oft invok'd"-- John Milton, Paradise Lost (Book XI) |
Where Darksiders II truly surpasses the original, though, is its world. Darksiders sat comfortably in its ruined metropolis, and, though the world has a few interesting locations, it never really shakes the "been there, done that" vibe. Players visited post-apocalyptic Washington D.C. in Fallout 3, slaughtered enemies in the bombed out world of Gears of War, survived the zombie-infested sewers of Left 4 Dead, and fought with Chimera across the war-ravaged U.S.A. in Resistance. Darksiders' vision may be a different version of the apocalypse, but its setting is certainly not unique. Darksiders II, however, takes place across multiple planes, each as imaginative as the next. From the verdant plains of the Forge Lands to the ashen mausoleums of the Kingdom of the Dead, Darksiders II boasts some of the most inspired architecture designs I've seen. If the story of the first game kept me playing, the locations of the second made me want to see more of this bizarre world. Unrestrained by the established tropes of apocalyptic settings that tethered the the original Darksiders, the team at Vigil Games came up with some truly awe-inspiring locations and set pieces.
I'm tempted to posit that, because of its setting, Darksiders II is much more apocalyptic, in the classical sense, than the first game. The game seems much more dreamlike, more like a spiritual vision of a mystical world, than the original Darksiders. Death's journey to clear his brother's name and restore humanity, though not without bloodshed, is far more focused on exploration than War's single-minded hunt for justice. Darksiders II's story takes itself a bit seriously, but no more so than something like Skyrim or Kingdoms of Alamur--though its not quite as focused as the story told in Darksiders. The world abounds with numerous side quests and optional dungeons, but, overall, the large areas are weirdly vacant. For Audrey Drake, these barren landscapes are drab and uninteresting:
"The freedom Darksiders II offers is something to behold - you’re able to journey around huge areas as you please, slashing enemies and seeking out treasure and loot drops to your heart’s content. But the bloated environments are simply too barren and often devoid of anything interesting to do or see. Since so little is done to vary up the gameplay, the pacing drags and the length of the adventure feels more like a chore than a bonus." Audrey Drake IGN Review
For me, this aesthetic of dead lands and isolation resonates with the aftermath of some distant apocalypse. The Kingdom of the Dead should be a hollowed husk of a land, and the autumnal twilight of the Forge Lands drips with sorrow and loss. It also helps that one of the best game scores this year compliments these large areas with atmospheric music that crescendos and dissipates with a serenity I would not have expected from an action-heavy game with light RPG elements. During combat, the score speeds up without overshadowing the action, as Death moves with swift precision in his danse macabre of blood and steel. As satisfying as the combat is, the eerily quiet journey across dead and dying planes of existence will be what I remember most fondly.
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"Fiery the Angels rose, and as they rose deep thunder roll'd / Around their shores: indignant burning with the fires of Orc." William Blake, "America, a Prophecy" |
Though Darksiders II does not take place in the post-apocalyptic earth, it is certainly more similar to the other-worldly visions that are the genesis of the term "apocalypse"--albeit not a true revelation of new, secret knowledge. There's little to nothing here gamers haven't seen before, but I find it difficult to harp on a game for being too derivative. Sure, I played Darksiders years ago when it was called Legacy of Kain: Soul Reaver. I enjoyed it then, and I enjoy it now. The loot collection makes it seem like Diablo "lite," though it is satisfying when a piece of gear really clicks with your play style. I do have an issue with the game's ending, as it looks like Vigil and THQ are building to an epic conclusion that I'm skeptical we'll ever see--with two games ending on the same cliffhanger, I find it hard not to be a cynic.
Distilling a cosmic apocalypse down to a video game franchise proves to be an overly ambitious project, often revealing its limitations rather than overcoming them. But the medium of gameplay offers a chance to participate in and rectify world-ending events in ways other art and literature cannot, modernizing texts from thousands of years ago to present a contemporary vision of the apocalypse for the video game and comic book era. Darksiders II may just be the end of the world all over again, but there's plenty there to entertain anyone willing to slouch toward Bethlehem for a vision of the end times.
Cheers,
--David
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