Four
arms: it was so obvious. It must be galling for other shooter
developers. They’ve spent decades since Doom trying to work out ways to
innovate on the FPS model, to make shooting people feel fresh and
interesting again. They’ve tried vast open worlds and they’ve tried
hurling Hollywood-size production values at projects, but the Darkness
II manages it by just giving anti-hero Jackie Estacado four arms.
Well. Technically he only has two arms. These are his normal limbs,
functioning as arms do in games where arms are only necessary to hold
guns and occasionally fire them at swarms of enemies. He also has two
demonic snake-tentacles.
In the last Darkness game – an under-reported and enjoyable shooter sadly not released on PC – Jackie Estacado became the host for the titular ‘Darkness’, an eternally chaotic non-corporeal beastie that gladly took up residence in the young mobster’s brainpan. The Darkness, it’s understood, is about as old as humanity itself, every so often choosing a new host with just the right balance of psychotic amorality and poignant backstory.
In the last Darkness game – an under-reported and enjoyable shooter sadly not released on PC – Jackie Estacado became the host for the titular ‘Darkness’, an eternally chaotic non-corporeal beastie that gladly took up residence in the young mobster’s brainpan. The Darkness, it’s understood, is about as old as humanity itself, every so often choosing a new host with just the right balance of psychotic amorality and poignant backstory.
In game terms, it means Jackie grows two pitch-black snakes out of
his shoulders that can be employed in firefights to munch on the vital
organs of his enemies.
At first, the four arms feel cumbersome. Jackie can already
dual-wield all but the bulkiest shotguns and assault rifles, and The
Darkness II’s guns by themselves make for a satisfying shooter. Even the
weediest pistol has a powerful kick, and they’re almost comedically
accurate over distance, lending Jackie a sense of overwhelming power
that is consistently fun to direct toward your foes. But couple that
with the option to whip the Darkness’s serpentine limbs into scuffles,
and it seems too much to fit around one WASD-ing hand.
But a few murders in, and I was surprised at just how quickly I’d
managed to process the additional moves the limb graft gave me. Simplest
of these is the Darkness’s ability to eat the hearts of fallen
opponents, available with a tap of the R key. The leftmost
snake-tentacle – the busier of the two throughout the game – whips
forward and buries its improbably huge teeth in the chests of mutilated
enemies. Scarfing down such man-offal gives Jackie a health boost,
making the decision to chow down on a mid-fight snack tactical. At
first, I’d eat my foe’s heart the second he slumped to the ground;
later, as fights got tougher, I saved them, only launching my
monstrosity chestwards when I was close to death.
Heart-eating might be the Darkness’s simplest move, but impressively,
it’s not the ickiest. Jackie also has a variety of execution moves he’s
able to perform on staggered enemies. Throw a target off balance with a
withering enough attack and they’ll stumble forward, their hearts and
circulatory system picked out through their skin in shining white. Tap E
and your tentacle friend will grab them, dangling them just in Jackie’s
eyeshot, from where they can be eviscerated in a number of
fascinatingly gruesome ways.
To get a flavour of just how depraved some of these executions are,
the most dignified is called ‘torso smash’ and has your inkyblack snake
pal slam your chosen target so hard into the ground that his ribcage
ruptures. At the other end of the taste spectrum is the sickening move
that has the Darkness upend an enemy and delve into their rectum, before
pulling their entire spine – skull attached – out of the expanded hole.
Jackie’s demon-arms can also be employed as impromptu whips: holding
the middle-mouse button and slashing sends a high-speed swipe across the
screen. I used this skill least, however: it’s useful to clear a glut
of foes crowded in front of you, but the default control method makes it
a touch fiddly.
The Darkness makes Jackie superhuman, but it’s not a ‘win-all’
button. Jackie can only employ the Darkness, fittingly, when he’s in the
dark. Lights banish the snakes from his shoulders with a shudder and a
hiss. So too does Jackie’s ‘darkling’ disappear, a three-foot
goblin-like sidekick that somehow manages to stay endearing despite
cracking wise for the length of the game and urinating on enemy corpses.
The lighting problem necessitates a systematic elimination of
illumination: lightbulbs are the first thing to go after I enter a room.
With the room submerged in gloom, I am free to rampage effectively,
Jackie’s full range of abilities at your finger and tentacle tips. Some
later lights are invulnerable to gunfire, forcing you to find their
power supply. Later again, enemies start to carry portable arclamps,
cutting off parts of the battlefield with sweeping beams of horrible
brightness and making a chap consider his surroundings carefully before
launching assaults.
A successful series of kills rewards Jackie with essence – a wooshy
purple substance that can be traded for extra powers. Some of these
powers are functional, providing additional ammunition or shortening
reload times; others are ridiculous. My favourite gave me the chance to
hurl my darkling at chosen foes. I’d grab him before a fight, letting
him hang off to the side of the screen in swimming pool ‘cannonball’
pose, before launching him forward, his tiny claws raking and scraping
at enemy eyes.
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