Darksiders II Interview

Rock, Paper, Shotgun quizzed Vigil’s game director Marvin Donald on Darksiders’ action-RPG-ified sequel, on subjects such as the PC release of the title, the new protagonist, the world building and more. Here’s a sampling on loot:

RPS: There’s a guy holding a huge door open for me, straining under the weight, and I’m running around smashing barrels because they might have a hat in them. Is it randomised?

Donald: A good portion of it is. We’ve got a tier system that’s represented by the item names, coloured a certain way. So if you’re on the loadout screen with all of your loot, you can gauge how powerful you are by how many white, green or blue items you have. Or how many purple items.

I think most people enjoy the experience of getting everything up to purple status. That kind of thing, that visual scoreboard kind of thing, is a lot of fun.

RPS: There are weapons as well as clothing, including new versions of the secondary weapons. But the first time you get one of those will it be introduced and explained?

Donald: For the most part. There’s a tutorial system that we’re still working on that will guide you through how to use them the first time you find them.

RPS: But then you can find better versions.

Donald: Yeah.

RPS: But they’re not just better, are they? There isn’t necessarily an ideal version because I was finding stuff that maybe does less damage but provides other abilities. So there’s customisation rather than just boosts?

Donald: You’re definitely encouraged to build your own Death.

RPS: It’s bizarre. Today, I’m picking things up and compulsively collecting bits and pieces that I can’t keep.

Donald: I know! You can never have this saved game. But when you play through properly, you’ll see the story and it’ll all mean much more to you.

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