View Full Version : New Darkness Trailer(Sweet!)
Grovestreet
03-09-2007, 04:50 PM
Link (http://www.gametrailers.com/player.php?id=17673&type=wmv&pl=game)
Game looks better and better everytime I see it.
user friendly
03-09-2007, 09:55 PM
Just watched it before coming here to post it. It looks way better than what Ive seen of it in the past. I like the kill animations (butting the guy in the stomach and then shootin him in the top of the head when he's keeled over. This is going to be a buy for me now.
Kabbage
03-09-2007, 09:58 PM
I like the darkness powers... everything else. Meh.
Oh and I like the Font on "The Darkness"
gibmonster
03-09-2007, 10:04 PM
Wow. FEAR can kiss my ass, I'm getting this as soon as I can.
Bliss
03-09-2007, 10:29 PM
Very very nice, I like the style...can't wait to put my hands on it !
LadNagy
03-14-2007, 04:57 PM
Just saw this today...cover art:
http://blog.myspace.com/index.cfm?fuseaction=blog.view&friendID=102472620&blogID=240696793
Jay Gee
03-14-2007, 07:41 PM
Definitely looks better than those screens from that earlier thread.
LOL @ "Darkness is spreading" being the URL for their site. Now I'm half expecting Rick James to be somewhere on the website.
LadNagy
03-25-2007, 10:12 PM
Well, I think it's obvious they're trying to appeal to longtime fans of the comic as well as regular gamers. I agree that the font on the cover is awesome. I think the general design of Jackie is good too.
killermmn
03-25-2007, 10:34 PM
sorry but the trailer a been online about 1 week
check this trailer
http://www.gametrailers.com/player.php?id=17845&type=wmv
koten
03-26-2007, 02:14 AM
That looks to be... pretty disturbing. I would probably love it.
LadNagy
03-27-2007, 10:32 PM
There are a few Darkness trailers out there, and frankly, I watch them a lot when I have spare time at work. It's nice stress relief, and I'm sure the game will be even better for that. I saw June 25 as the US release date. Nice to know there's a light at the end of the tunnel.
Grovestreet
04-05-2007, 03:59 AM
New Preview. (http://uk.media.ps3.ign.com/media/720/720415/vids_1.html)
Looks Great:clapping:
LaLiLuLeLo
04-05-2007, 04:17 AM
what's the release date. Sigh, might have to get it.
Grovestreet
04-05-2007, 04:18 AM
what's the release date. Sigh, might have to get it.
He says Early june on the video.
LaLiLuLeLo
04-05-2007, 04:19 AM
great. after I've graduated and can throw my first post college months away.
D3adcell
04-05-2007, 04:33 AM
This game looks great, think i'm going to go pre-order it.
gozirah
04-05-2007, 05:23 AM
I don't see the appeal. The graphics look neither realistic nor particularly stylistic. It doesn't look much like the comics. Darkness powers -- yeah pretty cool, sure. The execution style shooting in the head and the sawing to death visuals -- err, is that fun? I don't get it.
EDIT: I would have loved to have seen an IP like this in cel-shaded 3D. Maybe the stylized graphics then would make the violent visuals have more of a point.
Diresu
04-05-2007, 06:25 AM
Decent, not that impressed with the graphics or the animations.
Grovestreet
04-07-2007, 12:54 AM
The Darkness Intro (http://www.gamevideos.com/video/id/10524)
Wow you cant miss this, it rocks to much. (Download it for way better quality)
Nameless
04-07-2007, 01:04 AM
This title will be a rental for me...
I still get the Condemned vibe from this game; that's not a bad thing.
I'm just not sure if there's enough to this game for a $60 purchase...
LadNagy
04-09-2007, 07:18 PM
I really liked that intro. The dialogue is awesome. Thanks for the link.
totobeni
04-09-2007, 07:29 PM
i don't understand the hype over this game...it look a typical last gen sci-fi horror FPS ..nothing new..
Applefiend
04-09-2007, 08:00 PM
So... It's Legacy of Kain: Soul Reaver mixed with Max Payne.
<*awaits no, not at all*>
Carlos
04-09-2007, 11:06 PM
i don't understand the hype over this game...it look a typical last gen sci-fi horror FPS ..nothing new..
Oh HELL no you didn't!
You didn't just judge a game by its covers?
Maybe I should send you to this thread (http://forums.e-mpire.com/showthread.php?t=63238).
And next time, PLEASE don't judge a game by looking at images, wait until you've PLAYED it. I haven't played it, and I'm not going to judge the game right away.
Applefiend
04-21-2007, 07:49 AM
1UP Show has a nice preview.
Woah, you can bike the heads off dudes. I'm warming to this. :)
http://www.1up.com/do/minisite?cId=3145462
Diresu
04-21-2007, 07:52 AM
1UP Show has a nice preview.
Woah, you can bike the heads off dudes. I'm warming to this. :)
http://www.1up.com/do/minisite?cId=3145462
Eh..it had a few "oh thats kinda cool" moments but im still rather "meh" on this game. The size of the hud bugs me..seems cluttered. It looks alright, i dunno..i will try it cause I liked escape from butcher bay but so far its very generic looking.
warmachine
04-25-2007, 01:09 PM
Massive amount of screens (http://www.gameview.de/index.php?page=screen&id=101)
UK, May 29, 2007 - Soon the world will be consumed by darkness. Black tentacles will sneak through the streets hunting for their prey while cantakerous creatures armed with lethal weaponry lurk down dark alleys. But do not fear: with the power to control The Darkness, it will become your ally in the battle against evil. Etc., etc.
For those still in the dark - ah ha ha - about The Darkness, it's a first-person shooter based on the comic series of the same name, developed by Starbreeze Studios, the team behind the brilliant Chronicles of Riddick: Escape from Butcher Bay on Xbox. It follows the exploits of anti-hero Jackie, a Mafia hitman that inherits supernatural superpowers on his 21st birthday.
Ahead of the game's release in June, we had the chance to speak to British-born comic book writer Paul Jenkins, who's written the script for the game and also worked on The Darkness comics. Sleep-deprived but clearly excited about the project, Jenkins had a lot to say about videogame development, violence in games and donkeys in hotel rooms. Seriously.
IGN: How did you get involved with The Darkness videogame?
Paul Jenkins: I have been involved with the character for some time and had written for The Darkness comics before. Top Cow had the series around for a while and they were just meandering along with it and it wasn't really doing anything. To be honest, I didn't really get it and didn't understand what was going on. So, when I was asked to do a run for Top Cow I knew we had to reinvent Jackie, so we turned him into this Mafia guy.
When they made the game, Starbreeze approached me because they knew I had previously worked on The Darkness and have been writing videogames for some time now.
IGN: Have you been involved with the project for a long time?
Paul Jenkins: I've been involved from the beginning, pretty much. From the moment the game was created and all the guys had was a few scraps of paper with some ideas about how they wanted the game to play. We had blank pieces of paper and blank stares. In fact, there were only four or five sketches and that was it. We had to base a game on that.
IGN: Have you been quite hands-on during development?
Paul Jenkins: Well, during the making of the game I have contributed towards a decent part of the structure of the gameplay and the game as a whole. I've been responsible for a mix of storytelling and gameplay elements. I get on really well with Starbreeze, so they're open to any ideas I might have. Plus, they're incredibly creative and we worked together really well - bouncing ideas off each other.
IGN: Why did you get on so well?
Paul Jenkins: Well, they spoke my language. Not literally, because they're Swedish. Anyway, although they may be games developers, they're actually artists - and that's something we share in common. I think it's a shame that a lot of developers don't see what they're doing as creating art and that the games industry, as a whole, doesn't treat its games as art forms. Luckily, this is something that Starbreeze does really well.
IGN: Does that cause any problems for Starbreeze though?
Paul Jenkins: Well, they are incredibly creative but they're also slightly crazy Swedish people - which is an interesting mix. At the first meeting about the game they had some absolutely crazy ideas about the direction they wanted to take the game in. A lot of those things we just couldn't use because they were too bizarre or it would have been hard to set them up in the first game when you're really just introducing players to the Darkness abilities. However, we did manage to get some of those ideas into the finished game.
IGN: Can you tell us about those crazy ideas?
Paul Jenkins: Well, not really because I'd be giving too much of the game away. Let's just say that Starbreeze wanted Jackie to become incredibly powerful at one point. So powerful he could devour planets. That's something we've tried to include in the game and I was amazed that we were even able to pull it off a little bit.
IGN: How does writing videogames compare to writing comics?
Paul Jenkins: Well, I actually have three jobs really because I write comics, videogames and movies. So I'm extremely busy - I've just had to give up any sleep to make sure that I can get everything done. Anyway, videogames are interesting because they have no specific formula that you can adhere to when creating the game. It's like when we just had a few blank pieces of paper at the start of The Darkness. Each game is so different you can't just have a template that you repeat for each one. Instead, we've got lots of ideas and then the task is working out how to join them all together in the game. We don't always start out with a story and try to build the game around that. At first, we have to understand the gameplay before we can even start thinking about anything else. The lads at Starbreeze really take this whole process seriously, rather than just slapping a story onto something we've already got.
IGN: So what was it like writing The Darkness videogame?
Paul Jenkins: Something that I really wanted to do was to ensure the player always felt like they were in control of the game experience. To feel like they were controlling the Darkness powers. But, of course, there are moments in videogames when you'll be snapped out of the gameplay - like the load screens. I hate load screens because it interrupts your enjoyment of the game. Games should always be either pushing the gameplay or story along and you shouldn't just be staring at a loading bar for a while. It'd be like watching a blank screen while the projectionist changed the reel during a film. So, one of the ideas to overcome the problems of load screens was to have a character delivering a monologue to hide the fact the game was loading a new level.
IGN: We didn't even realise that was a load screen.
Paul Jenkins: In that case my job is done. The monologues are important because they move the story along in what would normally be dead time for most games. I think all developers should be working to get rid of load screens. We should also try to get rid of those movie-style cutscenes because they force you to interact differently with a game you've previously been playing - turning it into a film, rather than a videogame.
IGN: Have you had chance to play the game much?
Paul Jenkins: Oh yes, I've had a debug Xbox 360 for quite some time, so I've been able to play the game a lot. It's great to see that the game is so close to the original idea we had back at the planning phase. Now, it's just at the tweaking stage which must be such a frustrating stage for the guys at Starbreeze. You've got a product that's so close to being complete but then these little problems keep cropping up to hinder your progress. In fact, it's not the creation of the game that's the problem, it's a case of giving it that little extra bit of polish to make sure it stands out. It's not just fixing bugs either - it's making sure characters move in the right way, the sound is right and things like that. Recently the guys have been busy tweaking the non-player characters.
IGN: It sounds like you know a lot about the whole bug fixing process.
Paul Jenkins: Oh yeah, I'm always looking at games to see how developers give a title that little extra polish - or don't, in some cases. I can remember playing the original True Crime and on the first mission you had to drive somewhere. Now, I just played that game because I really wanted to drive round Los Angeles, rather than killing the bad guys. So, my eye was immediately drawn to this nice-looking park. When I drove into the park, the floor was totally red. It was a glitch that was immediately noticeable. But this was likely to be something the developers intentionally left in because they had a delivery date breathing down their neck and they decided it would have been more expensive to take the time to fix the red park, rather than just leave it in and hope no one took a look round that particular park.
IGN: Part of the fun of those sandbox games is just experimenting with the different places you can go though. Like, in Spider-Man 2 when everyone immediately climbed up the Empire State Building rather than fighting the bad guys.
Paul Jenkins: Exactly. When they asked me to be involved with The Incredible Hulk: Ultimate Destruction, that was something I definitely wanted to make sure was a feature of the game. I liked the first Hulk game but, for me, there were a few problems with it - like the fact that it never felt like the Hulk was big enough. So, when I came to start the sequel, I said it was important to make him feel huge - and this was done by letting him do things like running up the side of Empire State Building and just sitting on top of it for a while. Plus, the game had some crazy missions, like hitting soldiers with a giant baseball bat as they fell out of a helicopter. That was cool. Of course, that kind of goofy fun just wouldn't fit into The Darkness.
IGN: You say there's no room for goofy fun in The Darkness but the Darklings seem to be quite amusing.
Paul Jenkins: Well, they are amusing but I think they also help to promote the more tragic aspects of The Darkness. It's a great idea to have moments of humour juxtaposed with sadness because it helps the more emotional moments to stand out. You know, originally we created 50 different Darklings that the player could control. Some of them had absolutely no powers at all, so you were always really annoyed when you got one that would just run around. They're great for comic relief though and it's a bit like having a humorous gun or something to lighten up the mood.
Also, we've added some humour by including different phrases for the NPCs when they're idling. If you're standing by a mobster they start to tell rude jokes if they're not doing anything. Normally something like 'a man walks into a bar…' that kind of thing. However, on the other end of the scale when you enter the Other World, which takes place during World War I, the soldiers you meet read out some pretty haunting war poetry when they're idling. It's all about contrasts and The Darkness is a very emotional game. I've even put my great grandfather in the game, so I've got a lot of emotional attachment to the project. He died during World War I and I thought it would be a fitting tribute to ensure his memory lives on in the game.
IGN: Do you have more of an emotional attachment to this game because you've worked on The Darkness before? Compared to something like Soul Reaver, in which you were just drafted in to write the script.
Paul Jenkins: I think it's a little bit different than that. For Soul Reaver, I was drafted in at a certain point when a lot had already been done and there was a lot of stuff I was brought in to fix. But, for The Darkness, I started out from the beginning and obviously got involved with how the game was being made. Although I can become involved with a game at any point of the development and still get emotionally involved with that project.
IGN: Considering you've been so involved with the making of The Darkness, would you like to start creating your own games?
Paul Jenkins: I have a massive amount of interest in videogames and I have got plenty of ideas. But unfortunately I think that publishers are becoming less likely to create new intellectual properties. It's a business for them. For example if you look at the sales of a game that's based on a film (like Fantastic Four) you can guarantee they'll be higher than a game that's probably a lot better. I think it's a real shame that games like Okami or Psychonauts just don't sell compared to more mainstream games. In the current market it just doesn't pay to take risks anymore. It's better to just make movie tie-ins.
IGN: Are you worried that as publishers focus more on making profit rather than making good games that they'll be willing to take less risks - particularly with the current hoo-hah about violence in videogames?
Paul Jenkins: I mean, we have some violence in The Darkness but I'd say that it fits in with the tone of the game and the comics very well. It's disturbing but there's a fun aspect to it all too - like The Darklings. Actually, when I first started out on The Darkness, the guys at Starbreeze had some very different ideas about how to make the game feel mature. They're Swedish, so their ideas about mobsters and the Mafia are mainly from American television. This meant that at first, almost every time a Mafia character spoke in the game, they ended the sentence with 'f**k'. It was funny but there was just no point to it. You've got to learn when to use high impact words like that so it stands out within the context of what's going on. You shock the player, rather than let them get desensitised to it. I don't have a problem with using violence or swear words in videogames, but it's got to make sense for that particular game.
But it irritates me to hear these people that purposely get on their high horse and start criticising the amount of violence in videogames. Invariably these are the type of people that end up being found in a hotel room with a donkey and a tub of Vaseline. On a similar note to this, one of the most interesting things I saw on TV was an episode of the Montel Williams talkshow. He made these white supremacists draw lines around the countries they thought were 'bad' and which were 'good'. Montel made these guys look like total idiots. And actually these supremacists are exactly the same type of people that you see criticising the amount of violence in videogames. We should ask them to draw a line around 'bad' and 'good' games.
It's not a new thing though - people just look at what's popular at a particular time and then start criticising it. I can remember when I was working on the Teenage Mutant Ninja Turtles. We had people threatening to sue us because their child had got kicked in the head while pretending to be Leonardo or Raphael. In my eyes, we weren't the people at fault there. It was more likely to be the problem of the parent who spent their time writing to comic book writers threatening to sue them, rather than spending time with their child and explaining that comics are fantasy. Rant over.
IGN: Okay. When you were creating The Darkness did you take inspiration from any particular games? Or was there anything you wanted to pay homage to?
Paul Jenkins: Well, there was no game that I particularly wanted to pay homage to. But, as for games that I drove inspiration from, they're probably more obscure than you might think. I picked up on something from NCAA Football 04 actually. When you're watching American football there's a lot of stopping and starting - to give the Americans time to think, you know. Obviously on TV these moments are filled by the commentators or adverts. But in a videogame, you still have to make these decisions and they also take time. Now, the developer could have decided to just have music or silence in these sections but instead they had commentators talking about the previous plays during these moments in NCAA 04. This was great because it made sure players could relate to the experience (because it was like they'd normally watch on TV) and drew them into the game.
I've learned from all kinds of games what works and what doesn't - and that's just one example. It's important to look at what's innovative in a game and think how that might be able to work in future games. But I do not want people to play The Darkness and think 'Hey, this bit is exactly like Grand Theft Auto' for example. This is The Darkness and it's doing a lot of new things that have never been seen in games before. It annoys me when developers just think that because a concept has worked previously it will immediately work in their game too. There are so many Grand Theft Auto clones but no one can make a GTA game like Rockstar. There's no point in trying. Of course, it probably makes economic sense to create a game that's the same as GTA but creatively it's a dead end. It's ridiculous that the GTA-clone has almost become it's own genre of game. Here's hoping that after The Darkness comes out, we get plenty of Darkness clones instead.
IGN: So, what will you do now that The Darkness is almost finished? Are you still writing for Marvel?
Paul Jenkins: Oh yeah, that's something I'm still really interested in, so I'll continue writing comics. My production company has also had three films green lit, so I'm going to be very busy with those. Looks like I'll be sacrificing more sleep then - I've been up for two days solid now. I was going to go to sleep this morning but then I realised I had to do this interview.
IGN: Just out of interest Starbreeze has just announced that it's making another Chronicles of Riddick game - seeing as you've clearly got on with the team so well, would you be interested in working on that?
Paul Jenkins: Oh yes, absolutely I really like Riddick. Unfortunately I'm just not going to have the time to do it. I'm booked up for the whole year now with more videogames, films and comics.
IGN: Thanks for your time. Now you can get some sleep!
Paul Jenkins: I don't have time for sleep.
http://ps3.ign.com/articles/792/792294p1.html?RSSwhen2007-05-29_100600&RSSid=792294
two new videos at gametrailers (http://www.gametrailers.com/?p=ps3)
this game maybe doesn't look spectacullar but
i hope it will be fun.
it would be good to have not crappy comic game with good story.
and mike patton doing vocals seems nice choice.
ahh the WWI scenery looks nice.
hellish other world gameplay SD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20230)
hellish other world gameplay HD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20229)
demonic warzone gameplay SD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20228)
demonic warzone gameplay HD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20227)
NeoPlayStation
06-05-2007, 09:13 PM
Damn it!
I can't access gametrailers from my job.
another one.
subway stalking gameplay SD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20263)
subway stalking gameplay HD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20262)
and another two.
church carnage gameplay SD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20267)
church carnage gameplay HD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20266)
drill torturing cutscene SD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20265)
drill torturing cutscene HD WMV (http://www.gametrailers.com/player.php?type=wmv&id=20264)
supagohan
06-06-2007, 01:15 AM
Grrrrr.
Now its a tie between The Darkness and Rainbow Six: Vegas of which game to get first.
These videos really put it up there with Haze and Warhawk on my anticipation list.
IGN mike patton interview (http://ps3.ign.com/articles/795/795093p1.html)
June 7, 2007 - Avantgarde vocalist and all-around awesome guy, Mike Patton, is perhaps best known for his work with bands like Mr. Bungle and Faith No More. However, the musician has also tried his hand at acting, scoring a starring role in the indie-flick, Firecracker, after Dennis Hopper backed out. Mike's latest project is doing voice over work for the upcoming horror-tinged FPS, The Darkness. In the game, Patton plays the voice of The Darkness, a demonic force that possesses mafia hitman Jackie Estacado on his twenty-first birthday, subsequently driving him to murder his way up the
mafia ranks. We caught up with Mike for a brief chat about his role in the game, his take on videogame music, and just when we can expect that Mr. Bungle tour.
IGN: You say that you are a big gamer. What is your gaming background? What are some of your all-time favorite games?
Patton: Background? Just getting hooked at a young age on my Sega Genesis. I used to play more than I do now but still find time to upgrade the systems and play some of the latest games. All time faves would be Smash TV, NHL Hockey, Grand Theft Autos, NBA Lives, Sonic.
IGN: Do you own any of the current-gen systems?
Mike Patton: I got a PS3 and a PSP. The Wii looks fun.
IGN: How did you get the job working on The Darkness?
Mike Patton: They [Starbreeze Interactive] called and offered me some money.
IGN: Your voice in The Darkness is quite haunting and eerie, just as it should be. You really sound like a demon. Was there any digital modification employed to make your voice so otherworldly?
Mike Patton: To be honest I don't know. I have not heard it or seen it since I did it. I'm looking forward to playing it. It seems to be getting good buzz. I hope it means more work. Darkness 2?
IGN: What goes into the process of doing voice over work? Do you find that you prefer it to more traditional forms of acting?
Mike Patton: It takes quite a bit of imagination and good direction. Oh and plenty of coffee and Red Bull. It is very different from traditional acting, but I found it to be a cool challenge. You can do it wearing nothing but silk bike shorts and cowboy boots too.
IGN: Considering your pedigree, how come you opted to do voice over work for this game rather than helping with the soundtrack?
Mike Patton: This is what I was offered. Why, you don't like how it came out?
IGN: We're not saying that. But still. Did you find working on The Darkness to be a rewarding experience?
Mike Patton: Definitely. A great learning experience. The people at Starbreeze are good people and very creative.
IGN: How do you feel about music in games these days? Would you want to ever work on a videogame soundtrack?
Mike Patton: I'd love to. I think so much [of it] is so dry and uninteresting, I think music could be more of a part of the game. Like the Mark Mothersbaugh music in the Crash Bandicoot games. It really adds life to the game.
IGN: We hear that you are featured in some other upcoming games, can you specify which ones?
Mike Patton: I don't know if I'm allowed to mention that I have bit parts in Left 4 Dead and Portal.
IGN: Can you give us any details about the roles you play in these games?
Mike Patton: Zombies and a drone of some sort. Not real sure
IGN: How much involvement do you have in signing bands to your record label, Ipecac?
Mike Patton: A lot. My partner Greg and I decide on everything.
IGN: With all the myriad projects you have in the works, do you ever have fears about diluting the quality of your output?
Mike Patton: Nope. My fear is getting stuck doing the same thing over and over. If I'm not happy with the quality of something I'm working on I won't put it out. That does not mean that others won't question the quality.
IGN:When can we expect the next Peeping Tom album to come out?
Mike Patton:I hope in late 2008. It is coming along.
IGN: How do you feel about the popular commercial success that the first album attained? It was certainly a shock to us to hear your songs on Top 50 rock radio for the first time since Album of the Year.
Mike Patton: I was happy that it did very well. You never know how things are going to go. All you can do is try to make the best record you can. Having said that, I would have loved to have heard it more!
IGN: You do tons of collaborations with other artists; do you find it harder to execute your "vision" for how a project should turn out when working with other people?
Mike Patton: I actually am energized by working with other people. You pick up new ideas and methods. It is important to leave some space in the "vision".
IGN: What are your thoughts on the advent of digital music distribution? Do you think your music can be properly represented through a 128-bit sound file from iTunes?
Mike Patton: I think it can. I think it levels the playing field within the music industry somewhat. I think it is stupid to fight it.
IGN: Can you recommend some bands to our readers that they might never have heard of?
Mike Patton: Hmm, I could mention bands on our label like Goon Moon, Northern State, Mugison, Imani Coppola and Qui or personal faves like Melt Banana or Sigur Ros.
IGN: Do you have any plans to release another General Patton vs. the X-ecutioners album? Please say yes!
Mike Patton: Not at this time, sorry. I don't think the mighty X-ecutioners exist anymore.
IGN: Finally, when is that Faith no More/Mr. Bungle reunion tour going to happen? We're still waiting...
Mike Patton: I think the announcement is coming soon. It starts April 1, 2001, I believe.
IGN: Thanks again for taking the time to answer our questions. We hope that you'll find a chance to come into the studio here to talk to us at some point after your current tour is done.
Mike Patton: Cool! You got any free games?
IGN: Yes we do, Mike. Yes we do.
well actually i was hopeing that he makes soundtrack too.
melt banana is my favourite band too.
user friendly
06-12-2007, 02:47 AM
New video (http://www.gametrailers.com/?p=ps3) on gametrailers, very nice. I cant wait for this.
LadNagy
06-15-2007, 07:29 PM
It's going to be here so soon. I've heard that the reviews coming out of Europe have been like better than 90 percent positive.
section
06-15-2007, 08:29 PM
Mr. Bungle material is almost all you need to know about Mike Patton's exquisitely interesting musical career, Fantomas is cool too but for me it's his collaboration with The Dillinger Escape Plan that really hit's the spot :)
Smokey
06-15-2007, 08:34 PM
Mr. Bungle material is almost all you need to know about Mike Patton's exquisitely interesting musical career, Fantomas is cool too but for me it's his collaboration with The Dillinger Escape Plan that really hit's the spot :)
sct-i/on it was Darkness on the AU store not darksector sorry mate
This game looks awesome!
Does anyone know anything about the PS3 version? Cause all i've seen is x360screens and videos and im hoping it's not another crappy port.
Mr. Bungle material is almost all you need to know about Mike Patton's exquisitely interesting musical career, Fantomas is cool too but for me it's his collaboration with The Dillinger Escape Plan that really hit's the spot :)
well your way of thinking is just funny.
if you think that way nobody really needs to know anything about patton.
he doesn't discovered anything new
he is just like an child of john zorn
anyway he made quite a few good records.
first fantomas is nice
so is colaboration with merzbow as 'maldoror'
or with dan the automator 'music to love by...' (something like that)
of course mr. bungle is fun
peeping tom and so on.
and he appear on some great records
like roots by sepultura
or charlie by melt banana
and so on and so on
but dillinger escape plan ?! you mean this little ep ?! hit the spot :)
well.
anyway i don't really understand what makes you to chose what
you chose and why you say to anyone what he needs.
especially when you don't write why...
so patton is like darkness a little.
totobeni as usually whine about something is looking generic
or isn't fresh enough.
but it surelly can have some interesting mood
can be fun to play/listen
of course neither of them (patton/darkness)
reinvented the wheel but not everything had to.
(and yes i love fresh and creative things)
Sephiroth_VII
06-16-2007, 12:20 AM
Kra, please try write according to the standard grammatical rules!!!
Kra, please try write according to the standard grammatical rules!!!
what makes you feel that i am not trying ?
english just isn't my first language.
actaully my english sucks
but anyway
what was wrong ?
that kind of information would be more helpfull :)
Sephiroth_VII
06-16-2007, 12:52 AM
Well, it would be nice if you could write it more like this:
What makes you feel that I'm not trying? English isn't my first language, actually my english sucks.
But anyway, what was wrong? That kind of information would be more helpful.
It's not problem with short posts, but when you post something as long as the above, I can't get myself to read it. And I'm not asking for perfect grammar or spelling, I just ask that you write more than half a sentence per line.
1UP Review (http://www.1up.com/do/reviewPage?cId=3160485)
9.0/10
If you'd have guessed a few years ago that in 2007, Splinter Cell would feature a fugitive on the run out in the open, while the latest summer blockbuster action game would have players battling in shadows, you'd have been called some filthy names around these parts. It's not like the concept makes sense -- shadows are for hiding, not fighting. Right?
The Darkness -- developer Starbreeze's follow-up after making its name with The Chronicles of Riddick: Escape from Butcher Bay -- is a first-person shooter where you use the lack of light to your advantage. You play Jackie Estacado, who quickly earns the ability to generate semisentient tentacles from his back, Doc Ock-style. But to make this happen, you have to spend a few seconds in a dark area -- and you're going to want to do this a lot, because the tentacles give you some pretty amazing powers. They allow you to create black holes that suck in enemies and toss them around like they're in a giant blender, take out lights in a stabbing motion, sneak ahead and along walls like a snake to areas you can't reach on foot, pick up and toss around objects, and so on. On top of this, when you have the tentacles "on," you can absorb a lot more bullets than normal, so you're going to want to fill up your Darkness powers frequently.
It's this concept of creating shadows and moving into them to fill up your powers that determines the flow of the game. If you see a door up ahead, you're going to want to take out all the lights near the doorway to prepare. By the time you earn the black hole ability late in the game, you feel like a total badass walking into a room -- step inside, point at a group of enemies, and shoot the hole their way to watch them flail around helplessly. But once you use up all of your Darkness power, you have to wait and refuel in the shadows; even though there are plenty of chaotic scenarios, it never gets to the point where the game breaks. You can also use this power to spawn Darklings -- demonic critters that attack on your behalf -- from various points in the environment, so you can prepare a nice little team before entering some of the more challenging areas.
With this kind of setup, you may be expecting a full-on shooter, and while that description isn't terribly inaccurate, The Darkness features more downtime than you might expect. Moments like taking the time to sit on a couch and snuggle with your girlfriend and visiting your aunt remind me more of something like Indigo Prophecy than anything you normally see in shooters, and the open city requires you to spend a decent amount of time traveling through different parts of town using the subway system.
Like Riddick, the main story here won't take you long to get through (it's in the 10-hour range), but because of the game structure, you can spend time getting lost and messing around in the wrong parts of town if you choose. There's not a ton to do besides receiving "track this item down" missions from characters in subway stations and using your tentacles to pick up objects and mess with the game's physics -- this isn't the easiest thing to do if you're the type who likes to stack objects in piles and then use those to climb to secret areas, but it works and occasionally rewards you with bonus collectibles. But the feeling of running around town works pretty well, and you really get to know this version of New York by the end of the game.
The Darkness takes place in more than just New York, but to say more would be to spoil a decent amount of the story, so I'll stop there. Rest assured, the game has two basic locations, and they couldn't look or play out more differently from one another. You bounce between the two areas, leading up to an impressive finale.
The game has its share of minor flaws, though: progression issues (the quality of the boss fights is all over the place, and some areas of the city feel underused), an overall sense of awkwardness to the characters, and multiplayer that feels a bit loose. Also, characters talk with their hands, so instead of standing around when giving a speech, they provide lots of hand gestures. It's a nice idea that occasionally seems to work, but overall it just looks goofy -- especially since a lot of the time, these characters bounce from running around, firing their guns to standing 100 percent still and communicating with hand gestures.
The Starbreeze team inadvertently admits that multiplayer shouldn't be taken too seriously, as this mode relies on a gimmick: the ability to shapeshift from a human to a Darkling. As a Darkling, running up walls and jumping -- far -- feels amazing, and it's fun to be able to control these creatures directly, since you can't in single-player. But their clawing melee combat feels loose, and the humans aren't terribly interesting either, since they just feel like weak versions of what you get in the single-player game. For what it is, it's somewhat digestible fun, but it's nothing you should look to as the next big online console game.
Perhaps because I've already played a somewhat similar game in Riddick, The Darkness doesn't give off quite the same "this is amazing, and you absolutely must play it" vibe that Riddick did. But it also feels like a more polished game, and the base mechanics work extremely well by the time you reach the end of the single-player campaign. It doesn't quite have Riddick's pacing, due to the open city that asks you to find your own way through, but it presents a better feeling of accomplishment and familiarity by the end.
woundingchaney
06-22-2007, 09:15 PM
Darkness purchase confirmed. I had some hesitation on the title prior to this (although Lali talked highly of it) but given the game drought this is definitely a decent purchase in the summer months.
Well, it would be nice if you could write it more like this:
It's not problem with short posts, but when you post something as long as the above, I can't get myself to read it. And I'm not asking for perfect grammar or spelling, I just ask that you write more than half a sentence per line.
which is the sole reason why he is in my ignore list. I told him this before but he doesn't bother. it gives me a headache to read really bad poems like that.:spit:
which is the sole reason why he is in my ignore list. I told him this before but he doesn't bother. it gives me a headache to read really bad poems like that.:spit:
hey i am here! it's rude. it hurts my heart :)
gibmonster
06-23-2007, 11:09 AM
hey i am here! it's rude. it hurts my heart :)
don't worry about it buddy. Your spelling is good and I can understand ya!
don't worry about it buddy. Your spelling is good and I can understand ya!
it's ok i was just kidding. anyway t's not about spelling i think.
not everybody just can read my poems ;)
well short, simple sentence style of writting.
but it is easier for me writting in english just like that.
makeitlookreal
06-23-2007, 01:56 PM
The Darkness looks like a pretty good game. I think it has some fairly unique gameplay too. I like the fact you can reach out and pick up cars and stuff.
B Dizzle
06-25-2007, 02:30 PM
http://www.eurogamer.net/article.php?article_id=78364
Darkness delay for Europe. bastards. Always getting shown the love(not).
^This is getting obscene.
B Dizzle
06-25-2007, 02:39 PM
I'm pissed, but who at?
This game pretty much equates to the PS3's summer and guess who gets jacked, again.
Smokey
06-25-2007, 02:44 PM
hey i am here! it's rude. it hurts my heart :)
keep it up KRA i would never ignore ya
liquidlion
06-25-2007, 11:51 PM
These videos are from the 360 version of the game, but if your as excited about the game as I am you'll want to see the anyway. These videos cover about the first 55 min of gameplay, so I you want to be suprised then don't watch. And sorry if these have already been posted.
Part 1- http://www.gametrailers.com/player/usermovies/75935.html?playlist=featured
Part 2- http://useruploads.mythica.org/view/Thedarknesspreviewpart2.wmv
Applefiend
06-26-2007, 03:46 AM
http://media.ps3.ign.com/media/720/720415/vids_1.html
The darkness video review
(It's not up yet! RSS feed lied!)
FantasyGhost
06-26-2007, 05:18 PM
http://ps3.vggen.com/gallery.php?game=89#movies
LaLiLuLeLo
06-26-2007, 05:27 PM
Darkness purchase confirmed. I had some hesitation on the title prior to this (although Lali talked highly of it) but given the game drought this is definitely a decent purchase in the summer months.
I'm glad you noticed, comrade.
(someone tell me the reference here and you get +rep. hehe)
VG Aficionado
06-26-2007, 05:33 PM
*coughshalashaskacough*
LaLiLuLeLo
06-26-2007, 05:38 PM
awesome. :beer:
It got 7.8 from IGN (360).
Sephiroth_VII
06-26-2007, 09:32 PM
That's... disappointing. I expected at least 8 for this game, I wonder what's wrong?
LaLiLuLeLo
06-26-2007, 09:46 PM
seriously, it's a decimal place. Not something to ponder over aside from the pretentious rating system instituted by gaming sites and publications. a 7.8 might as well be an 8.
Applefiend
06-27-2007, 03:31 AM
Video review is up now: http://media.ps3.ign.com/media/720/720415/vids_1.html
7.7, *parp*
LaLiLuLeLo
06-27-2007, 05:10 AM
There's a lot to like about The Darkness, even if it doesn't fully come together in the end. With so few gaming options in the summer, this is certainly a title worth buying. Just don't expect a revolutionary experience.
Sounds like what I was expecting!
*buy*
Applefiend
06-27-2007, 10:21 AM
Ten hours gameplay then multiplayer that's not up to much, think I'm renting this one. Good weekend.
user friendly
06-27-2007, 11:08 AM
Rented it, enjoying it very much. Cool story so far.
orbtronik
06-27-2007, 08:14 PM
got it last night. wasn't so sure i'd keep it, until i found The Street Fighter on the ingame tv. :rockon: :cheers: :pepper:
Everyone should own this game, if only to support Sonny Chiba
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