![]() We were intrigued by what seems to be a point system awarding the player a score based on how the enemy was executed (headshot, demon arm kill, etc.). These can't be dual-wielded but provide heavier firepower than the pistols. ![]() In addition to handguns, we got to use sub-machine guns and shotguns in the demo. With the left demon arm, not only were we able to pick up objects such as steel pipes and throw them at enemies to impale or decapitate them, we used it to provide cover by ripping off a taxi door and carrying it as a shield while shooting through the window. The right bumper controls the right demon arm, which slashes and also acts as a whip when using the right analog stick to determine the direction of the attacks. The left bumper controls the left demon arm, which is dedicated to grabbing and throwing. The demon arms are controlled by the bumper buttons similarly. From our experience, The Darkness II makes excellent use of these mechanics.ĭual-wielded handguns are controlled by the trigger buttons on the Xbox 360 controller the left trigger for the gun in Jackie's left hand, and right trigger for the right-hand gun. Jackie will need to use guns and the demon arms to his advantage via the game's quad-wielding combat. For gamers who are not familiar with the series, the demon arms are large snake-like entities that extend over Jackie's shoulders and are essential weapons in the game. The combat was incredibly smooth in the level we played, which took us from an Italian restaurant, to an alley and street, and then into a subway. The importance of light versus dark adds an additional layer to the game and sets it apart from most current shooters. ![]() We quickly got in the habit of taking out light sources with guns or the demon arms so we could always have the powerful Darkness abilities at our disposal. The Darkness won't work in the light and Jackie becomes vulnerable to enemy attacks without it. The Darkness II demo also showcased just how deeply Jackie's powers are incorporated into every aspect of gameplay, from the quad-wielding mechanics to the greater emphasis on up-close-and-personal combat. It ties into the "graphic novel come to life" concept and reflects the original medium from which it came but it seems to be missing some of the the dark and moody atmosphere present in the first game. The game's textures are hand-painted and the colors are rich. The sequel's art style is being described by 2K as "graphic noir" and is reminiscent of 2K's 2009 game Borderlands with its cell-shading style. Fans of the first game will undoubtedly have mixed feelings about this new visual look. The single most noticeable change in The Darkness II are the graphics. Sadly, Jenny's role and other story details are hush-hush at this point. Jenny also made a very brief appearance during the demo as a ghost-like vision and she seems to blame Jackie for what happened in the first game, however this could be a reflection of the guilt he still appears to carry over her death. In a cutscene, we were introduced to a new mysterious villain who wants the Darkness for his own and wants Jackie to relinquish his powers. The Darkness II takes place two years after the events of the first game in which Jackie used the Darkness to avenge the murder of his girlfriend Jenny Romano. At a recent Los Angeles event for The Darkness II, we got some hands-on time with this first-person shooter in its current alpha stage. As a fan of the first game, which was released in 2007 and based on Top Cow Production's comic book series, I was glad to hear that Digital Extremes and 2K Games are bringing this long-awaited sequel to gamers. It's been awhile since gamers last saw Jackie Estacado, the mafia hitman who inherited supernatural powers known as the Darkness on his 21st birthday.
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