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Two notes on Darksiders 2

Last night I finished an epic -- for me -- drive through Darksiders 2. I've been playing it for two weeks now. (It was my self-reward for the last HL milestone.) I think the counter on my save slot reached 36 hours. I know that's not large for a modern RPG, and weighs as a feather in the MMO world, but I don't play those genres much; for me, this is an enormous game.

Fortunately for me (I count my ambivalence quietly), the immersive, 3D, explore-puzzle-fight genre is in a gentle recession these days -- at least on consoles. I suppose its golden age ran from Tomb Raider to Sands of Time? There have been some excellent ones recently, mind you; Arkham Asylum counts, Bioshock counts, and we shouldn't neglect the finely-written Enslaved. But, again, those were rather smaller. I won't expect to burn this kind of time again until (presumably) a Darksiders 3 appears in (presumably) three years or so.

My first comment mirrors what I said about the original Darksiders: The writing is adequate. The acting, ditto. The plot is an overcomplicated mess, floating in a tepid goulash of Milton, Revelation, and second-string Vertigo. The characters are stock cardboard ("oh, look, a big grim muscleman") and every single game mechanic is lifted from an earlier game. But so what because the level design and puzzle construction are the best all-around work in the genre.

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