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Darkness II creative director Sheldon Carter speaks on sequel’s sneaky replay value

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Posted on November 8, 2011 AT 11:02am

THE BUZZ: First-person action fans are gearing up for their second journey into The Darkness universe this winter, but a recent conversation with creative director Sheldon Carter hints that they may get way more than they bargained for.

While speaking with EGMi: The Digital Magazine, Carter explained that the game’s new power branches will offer opportunities to experience the story in a more personalized fashion:

“We wanted to have a system based on player expression in terms of how you want to create your Jackie or your path with Jackie,” says Carter. “There’s no way you’re going to cover all of these trees on a single playthrough, so it’s really going to be your expression: How’s your Jackie going to be different from mine?”

Carter sees this differentiation as a key aspect of The Darkness 2, and feels this this division of power will definitely up the ante in the replay department.

“We weren’t designing it necessarily for replayability, but absolutely, there’s just no way that you’d be able to experience the whole tree—you’d probably get half of it in a playthrough,” he explains. “Even within the Power branch, you’ve got two different paths you can go down; there’s a power called Swarm, and there’s a power called Gun Channeling—they’re very  different. It’s a tight spiral between all of the talents, kind of hooking into each other, but also giving the player the ability to express themselves depending on how they want to play the game.”

EGM’S TAKE: While fans are a bit worried that D2’s shift from developer Starbreeze Studios to the folks at Digital Extremes might fumble the formula that proved so successful in the original, we’re can’t help but hold some cautious optimism that their spin on the series will help push it further down the path to greatness.

To get even more info on why The Darkness 2 is on our list of games to watch in 2012, including new insights on the game’s visceral art style and the revised role of the game’s ever-mischievous henchmen, the minions, be sure to check out the latest issue of EGMi: The Digital Magazine today!

Source: EGMi: The Digital Magazine

Brandon Justice, Executive Editor
Brandon Justice spent the last 17 years in the game industry wearing hats as an annoying retail weasel, an overly opinionated journalist, and game-development ninja—until he got tired of the all the caviar and groupies, returning to the ring as a rowdy, rambling writer in 2010 for EGM Media. Follow him on Twitter @jokeontheworldMeet the rest of the crew.

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