Talk about kicking off the new year with some solid videogames. Vigil Games’ action-adventure game Darksiders was one of the first major releases of the year, and from the look of it, a bunch of us got a lot of enjoyment from kicking some demon and angel ass.
Over on GameInformer, a collection of user- and staff-submitted questions were presented to Vigil general manager David Adams. It’s a really fun read, simply because A) the questions are totally frank and B) it offers some great insight in terms of scrapped ideas. No joke, Darksiders started off hella ambitious.
Adams says it best himself: “When we first conceived of the game, we were completely and utterly insane. Our original incarnation consisted of all four horsemen in full four-player co-op.” Such scope was obviously too much to pull off, so they stuck with War “as a sort of introduction to the franchise.”
Other ideas that didn’t quite come to fruition include more NPCs, increased side-quest content, and less repetitive boss fights in Black Throne. Adams reveals it was an issue of time more than anything else.
“I guess we had a lot of faith in the game. From the very beginning we’ve always mentally assumed there would be a sequel — heck, we’ve mentally assumed that there would be at least three Darksiders. If we were really being practical we would have never tried to start making this game with a team of four guys, none of which had console experience. Practical isn’t really our thing.”
I think the only logical response to that statement is a firm “hell yeah!” I can definitely get behind more Darksiders. Can you?
Afterwords: Darksiders [Game Informer]