


What that unfortunately means is that the series’ first and only sequel will probably be its last. Unfortunately, Darksiders II hasn’t sold a million copies as of yet. Going further, the visuals pop, and everything runs smoothly, with some great audio to complement the scythe slicing. As a result, you can expect to see a lot of ashen brown, fire orange and hideous character designs. This mini-campaign’s representation of earth is similar to what we saw in the main campaign, as well as in the original Darksiders. When it comes to presentation, there aren’t many new facets to describe. Granted, the game’s most devoted fans will want to play through all three, though if one should be skipped, Argul’s Tomb is it. The Abyssal Forge, which easily takes second place, was longer, and the difference in quality between the two is slim. Simply put, this is the strongest one of the bunch, although its length issue sets it back. This pack’s pacing is strong, and its storyline is quite interesting, though added length certainly would’ve been nice. As such, this new content isn’t much different from the core game, mixing visceral melee combat with a bit of third-person shooting.įrom start to finish, The Demon Lord Belial was an entertaining ride, although its abrupt ending was somewhat disappointing. The resulting adventure sends our Nephilim hero through man-made structures and underground caves, where he must do battle against demonic creatures, culminating in a challenging boss battle. There, he’s tasked with searching for a group of humans who apparently survived the apocalypse. This time around, Death is summoned to a new section of earth by allied angels. Despite offering an enjoyable experience that is arguably the best of the bunch, it once again clocks in with a run-time of one hour or less, making its ten-dollar (800 Microsoft Point) price tag tough to swallow. Now that I’ve played through The Demon Lord Belial, Vigil Games’ third downloadable mini-campaign for Darksiders II, I unfortunately must tell you that it follows the same trend as its predecessors. It’s unfortunate, because the developers had great opportunities to expand two easily recommendable games, but chose to release short-burst, and sometimes forgettable, post-release content instead. A lot of that was due to length versus pricing issues, as none of the noted packs were worth their rather high price tags. While both games were very impressive when it came to their single player campaigns, their downloadable expansions left a lot to be desired. Over the last year or more, I’ve reviewed quite a few of THQ’s DLC packs, for both Saints Row: The Third and Darksiders II. After all, you won’t always get what you paid for. Whether you like it or not, downloadable content is here to stay, and its lack of pricing regulations means buyer beware is in order. In-between, there have been many story-based add-ons of varied lengths, including Vigil Games’ first two for Darksiders II, as well as its just-released third mini-campaign. This generation, we’ve received countless downloadable add-ons, from unnecessary horse armour to incredible and long-serving expansions.
