Gameplay is a mix of puzzle-solving and combat, giving it a very Zelda
-like feel. For the first hour or so, Darksiders
feels like any other action game, but this is just an introduction to a much broader game. One of the best things about Darksiders
so far is it's a game that keeps on giving. Whereas most games will show you everything they have to offer in the first few hours, Darksiders
constantly slams you with new weapons and mechanics. You might think this would be a little overwhelming, but everything is so tightly woven around the core gameplay concepts of combat and puzzles, nothing ever feels out of place. Instead, it's an exciting romp through Hell on Earth.
War's main weapon is a sword, which is upgraded throughout his journey. As the game progresses, War will unlock new weapons and abilities. For instance, the first major dungeon, the Twilight Cathedral, plays home to the Crossblade, a decidedly Krull Blade-like boomerang. Similar to Link's boomerang, the Crossblade can lock-on to multiple targets, though War can also charge the blade and send it hurling at enemies. In addition to causing all sorts of damage, the blade will also hold enemies in place, giving you the opportunity to deal with other threats or add a little extra damage to your main combo.