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The combinations that actually work, though, seem a little bit arbitrary, and experimentation is largely fruitless.
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Speaking of flaming boxing gloves, the USP this time around is that objects can be combined into special weapons. But it does feel a bit hypocritical when one of the primary subsets of non-zombie enemies are looters whereas what you're doing is just wealth redistribution, right? It's not too much of a problem, because as long as you caveman club every ATM you pass you'll never be hurting for money. Sorry, survivor, I forgot: did you say you wanted money or to be punched in the face with flaming boxing gloves? Because those I've got. Oh, okay, I'll just leave you inside that zombie's mouth for an hour or two while I go find an ATM. They're much better at navigating crowds of zombies, too, so the actual escorts are trivial skips through the tulips, but from a certain point onwards a surprising number of survivors refuse to follow you until you pay them money. Importantly, the NPCs are significantly less retarded and will now efficiently follow you no matter how little attention you give them, sort of like most of my ex-girlfriends. There's a fine line between extending a game's lastability and just wasting my fucking time. That would have been nice about three hours ago when the giant pink chainsaw was sliding bloodily in and out of my newly-created chest vagina. It was only halfway through my second attempt that I finally learned the fucking dodge roll. The cynic in me - sorry, that should have read, "the cynic that is me" - wants to say that the ability to restart the game at any point, retaining your character level and upgrades, is a feature added so they wouldn't have to balance the game properly, as there are a lot of encounters and boss fights that on a first playthrough are about as fair as a man with nitroglycerin buttock injections entering an arse-kicking contest. How the hell did the boss make their escape while I was watching them wind my lower intestines around a candyfloss machine, Dead Rising 2? Just as before, you have a certain amount of time to kill before rescue, with timed events occurring at fixed points, and I had to restart the game at one point because the time limit on a critical boss encounter ran out while I has halfway through the fucking thing. It just doesn't seem to like me very much, and I'm not sure why when I'm obviously such a cuddly, inoffensive soul. Let me make this clear now: I actually quite like Dead Rising 2. But the plot makes out they're supposed to be in the right! Chuck is even established to have sympathies with them right before he runs outside in a lady's crimplene dress and uses a battle axe to separate the top halves and the bottom halves of the entire cast of 28 Days Later. The main plot involves a protest group who are opposed to cruelty to zombies, because, you know, give a shambling corpse a friendly hug and he might briefly remember being human after he's had a few mouthfuls of your face. Capcom make game stories the same way tumble dryers make potato salad. The story is, naturally, retarded this is Capcom we're talking about.
#Darksiders 2 kingdom of the dead chests under bridge tv
So after everyone just sort of got over the whole zombie apocalypse thing in the first game, an effort is made to just "live and let unlive" with the zombies, or rather "live and let splatter all over pay-per-view TV with chainsaw motorbikes." But there's another gosh-darned outbreak, and our hero, Chuck Greene, is trapped in a glitzy, Vegas-style hellhole with a disproportionally large number of psychotic murderers with ridiculous amounts of health.
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The only real difference is that instead of leveling up by taking funny pictures of zombies for your scrapbook, now you do it by sellotaping fire axes to sledgehammers and pounding them into gravy.Īctually, that's a pretty good difference. that had been curb-stomped a few times under the hobnail boots of the stupid fairy, it was at least a pretty original game.īut now there's a sequel, so so much for that. And while it's true the difficulty curve was so steep it had a fucking overhang that only curved harder during the countless escort missions hampered by survivor A.I. Once upon a time, there was a game called Dead Rising that coined the phrase "when there's no more room in hell, the NPCs will walk into walls a whole bunch." It came out on the Xbox 360 while the console was still young and innocent - and the word "Kinect" would still have made red wavy lines appear in Microsoft Word - and featured a unique approach to sandbox gameplay set in a zombie holocaust.