I’ve been curious about Darksiders since the first game was released in 2010. The oh-so edgy take on a war between heaven and hell and the highly stylized, seemingly Blizzard inspired graphics simultaneously intrigued me and repulsed me. As reviews came out, the often repeated claims that its gameplay was practically a 1:1 clone of the Legend of Zelda series’ action-adventure formula had me even more interested. Then, I watched as sequels were gradually released, each one with a different protagonist and significant shifts in its core gameplay, if not practically switching genre. This is often a bit of a sour point for fans, with preference for one game or another being highly divisive, but personally, I kind of like the idea of the series being so fluid in its gameplay – prioritizing core elements and themes over discrete mechanics. At some point, this all added up to me being sold on the franchise. Now, with news of a new game in the works, I’m finally tackling the first game in the series: Darksiders.

“I’ll horseman during the apocalypse, thank you very much…”
The aforementioned ultra stylized Blizzard-esque graphics, which look like something between World of Warcraft and Diablo III, mean this game has actually aged quite well. Throw in a remastered port to the 8th generation of consoles in 2016, given the face-palmingly punny title of “Warmastered Edition” and yeah, not too shabby! The game also got a free upgrade to the current gen on Xbox Series XS and PS5 back in May, which means my game was suddenly replaced right in the middle of my playthrough. Doh! Thankfully, there weren’t any real issues with that, though as its main benefit was 4k support and a more stable FPS, I can’t really say I noticed any major differences on my relatively ancient 1080p TV either.
Anyway, unless you’re the type of person who could never bring themselves to try World of Warcraft because of its graphics, the art style itself is cool: painted looking, colorful textures, chunky models, and a loose interpretation of scale. I guess to be fair I should give Joe Madureira more credit than Blizzard here, as he had a big role in this as Vigil’s Creative Director, and he was drawing comics for Marvel well before Blizzard went all in on that style with Warcraft III. Even still, I can’t help but make the comparison, especially when the angels and demons look like they’d be right at home in a Diablo game.

“Reaping hordes of angels. Trust me, they had it coming!”
While I’m at it, I don’t mention sound nearly enough in these impressions, but I liked the soundtrack too. It’s the kind of dark, epic, often atmospheric, orchestral stuff you might imagine, but it’s really well executed. The voice work is quite good as well, with a stacked cast including Mark Hamill, and some standout performances.
You play War, one of the Four Horsemen of the Apocalypse, summoned to present-day Earth to disrupt the Endwar between the angels and the demons that has seemingly just kicked off. It turns out that the 7th seal hadn’t actually been broken yet, however, so the horsemen shouldn’t have been summoned, not even one of them. The Charred Council, which is some sort of a powerful neutral party, and who the horsemen serve, bring War before them for punishment. He’s stripped of some of his powers, paired up with The Watcher, an annoying shitheel tasked with keeping him on a short leash, and reluctantly allowed to return to a now ravaged earth to figure out what happened and clear his name. Is it still a little edgy? Sure, though it (appropriately) feels more like something from a comic book than bad fan fiction, and I think it works just fine.

“I used War’s ability to turn into this massive fiery Balrog looking thing constantly.”
War is a dark, brooding tank of a man (err, Nephilim) who doesn’t say a whole lot, yet still devotes a significant percentage of the things he does say to badass quips. He manages to come across as fairly intelligent, despite constantly being manipulated by literally every faction in the game. Luckily he gets to prove his intelligence by solving a huge amount of ridiculous puzzles.
This is where the Zelda comparisons come from; beyond a steady progression of new abilities and item unlocks being used to gate access to certain areas, plus lots of fun chests to find, there’s also quite a lot of 3D platformer style puzzles not unlike those found in Ocarina of Time and later Zelda games. The world is mostly open, though it is also similarly chopped up into connected overworld zones, interior and connecting areas, and dungeons. At first I thought the comparison was a bit of an exaggeration, but as the game goes on the more prevalent these elements become. Personally, I find these kinds of puzzles a little tedious at times, but here they’re easy enough that I never had to resort to a walkthrough, yet I occasionally felt like kind of genius when I figured one out, which I think is precisely the balance you want to hit with this type of thing.

“Some of the boss fights also have a God of War vibe.”
The other game I’d compare Darksiders to is the original God of War series. There’s plenty of combat in Darksiders, and it’s mostly of the slightly loose, button-mashy, hack and slashy ilk I attribute to that series. Also like that series, there are more complex combos and advanced moves too, but you don’t really need much technical proficiency to make it through the game, not even against the numerous bosses. Good thing for me, as it never fully clicked with me to the point that I felt like I was mastering it. Skill issue? Probably! It was still fun enough, though. Oh, and there’s also colored floaty orbs to grab after killing enemies too. That said, apart from the execution moves and a couple of other very simple button prompts here and there, there’s nothing really like the full-on QTE scenes found in the God of War games. Still, the more I think about it, the more apt I think that comparison is, even beyond mechanics. Tonally, War’s adventures and interactions with the larger than life world around him remind me a lot of Kratos’s.
Movement and control feels good, but not quite where I’d want it. I suffered a lot of darkflight mishaps early in the game, and I think falling into lava or other deadly out of bounds areas probably killed me more than anything else. Also, while your horse Ruin was no doubt really damn cool, it often felt a little clunky to control.

“Mirror me for an effective Abyssal Armor fit check.”
Traveling between areas could be better too. The main form of fast travel is via “Serpent Holes” which don’t bring you directly to a different area, but instead to weird little connecting zones. I don’t know if there’s some technical reason for this, like the game doing some asset loading in the background or something, but these areas feel kind of pointless. The fact that you can only fast travel from specific places also means you’ll need to backtrack a lot, especially when coming back out of a dungeon, which is particularly annoying if you intend to go back and track down some of the collection achievements. One re-visit to multiple old areas is mandatory for story progress reasons, but I also completed War’s Abyssal Armor. I actually only lacked a couple of artifacts and some weapon upgrades to complete everything else, but I decided that would be way too much of a chore. Perhaps if there was an easier way to browse the local map, if items were depicted more accurately on the local map, and if the connection points between areas on the local map were labeled, I might have been more open to the prospect.

“Welcome to Fishing with War!”
There were a few more frustrations here and there, like some bullshit insta-death moments (fucking sandworms!) but I mostly found myself enjoying my time with the game, especially as I got more and more comfortable with it, and by the end I was a little sad to be done with it. Also, something I don’t find myself saying a lot, is that the ending was actually quite cool and inspired me to immediately install Darksiders II once the credits were done rolling. Of course, realistically it’ll be quite a while before I get around to playing it, but the fact that I’m now confident that I will be playing it hopefully says a lot.











