Review: The Darkness
The last thing you can say about The Darkness is that it's just like every other first-person shooter. Based on the comic book series by Top Cow Productions, it's a refreshing change of pace in a genre marked by copy-cat design and been-there-done-that gameplay.
Be sure to check out GamerHelp's guide to The Darkness by clicking here!
Seriously, The Darkness deserves kudos just for the fact that it doesn't involve Nazis or World War II. But thankfully, the game, which was developed by the same studio that produced the acclaimed and unique Chronicles of Riddick, goes much farther than that.
Swimming with Sharks
Here's a little Darkness primer for those of you who aren't familiar with the comic book series: Jackie Estacado is an orphan who is sent to live with a mob kingpin who raises him to be a hitman. Wow, talk about Father of the Year material. The trouble starts on the night of Jackie's twenty-first birthday when Daddy Dearest sends him a nice present: a bomb that propels Jackie out of his apartment window and down through a skylight. And you thought your Dad was a disciplinarian.
The near fatal-incident has a strange side-effect: it enters Jackie into a forced symbiotic relationship with the Darkness, a bizarre sentient force of unknown origin that treats him like a meat puppet to be directed and manipulated. We'll stop there and let you discover the rest for yourselves.
Now, as much such an unholy union might bother a self-proclaimed free-thinker like Jackie, it does have its benefits, and virtual immortality is only the beginning. The Darkness, which, in a brilliant casting move is voiced by Mike Patton of Faith No More and Mr. Bungle fame, is made manifest by hitting the left bumper button; this results in murky tentacles sprouting from your back, two of which sport glowing eyes and mouths ringed with razor-sharp teeth. True to its name, this filthy presence thrives in the shadows, and any time spent in harsh light is accompanied by the sizzling sound of its discomfort. Feeding them the hearts of downed enemies increases your Darkness Level, which lets you spend longer in bright lights before you're left vulnerable.
Beck and Call
While these snake-like dudes don't do a hell of a lot during gun battles, one of the coolest elements in the game is the ability to send a lone tentacle creeping through small spaces to stealthily dispatch unwary opponents, unlock doors, and explore in relative safety. Slithering up walls, across ceilings, through windows, and finally taking the face off some poor schmuck is so much fun that it's hard to fathom why the uninventive level layouts don't take more substantive advantage of it. The obstacle-dragging Demon Arm you acquire later fares a bit better, since you can at least use it to stab yourself some criminal kebabs.