When The Darkness was first released back in 2007, it wasn’t primarily marketed as a comic book adaptation. As a result, only a small portion of players actually knew it was based on a comic series. I was already familiar with Marc Silvestri’s work (Cyber Force, Wolverine, Witchblade), and after watching an interview with the Swedish developers at Starbreeze during the Games Convention, I knew there was no way I could pass on The Darkness. Right next to BioShock and Assassin’s Creed the game immediately landed on my Must-Play-07 list. Another reason for my excitement was that I had already played The Chronicles of Riddick: Escape from Butcher Bay by the same studio, which had impressed me with its dense atmosphere, innovative mechanics and cinematic presentation. Compared to Riddick, which came out in 2004, The Darkness received slightly lower review scores from critics but for me personally, it resonated much more deeply and left a far greater impact. Looking back now, I can hardly explain why it took me thirteen years to once again step into the shoes of the bearer of darkness, Jackie Estacado, and his embark on another brutal journey of revenge. But one thing’s for sure, even after all these years, it didn’t let me down. The story is intense and tragic, a rollercoaster ride between madness and guilt. Yes, the mafia elements are a bit cliché at times, but its strong narrative structure and sense of direction makes you forget about that. The visual style has been slightly altered, giving the game a more comic-like appearance, something I welcomed and think was executed well. The many hand-drawn objects and assets add a great deal to the game’s charm. Compared to the first part, there are a few moves that I had missed back then, for example you can now tear car doors off vehicles and use them either as shields or throwing weapons. I also had a lot of fun picking up rebar or pipes and pinning enemies to walls with a well-aimed throw. And while the new finishing moves bring a breath of fresh air, it’s still a little shame that the Creeping Dark ability from the first game is no longer available here, or that you have to unlock the Black Hole power first. The thing I appreciated the most, however, was that Mike Patton returned as a voice actor for the game. Anyone who knows the extraordinarily talented vocalist of bands like Mr. Bungle, Fantômas or most famously Faith No More, will hopefully also know that Mike’s performance as the voice of the Darkness is absolutely and tremendously incredible. What brings me to one of my favorite things, the sound design and music, both of which manage to blend technical precision with carefully crafted artistic direction. First of all credit where it’s due, all the other voice actors also did a great job. Brian Bloom, for example (Call of Duty, Dead Space, Wolfenstein), and Stephanie Frame, who replaced Kirk Acevedo and Lauren Ambrose, both delivered convincing vocal performances. Certain sound effects like the brutal tearing of enemies, the hiss of the demonic tendrils, or the formation of the Black Hole are strikingly intense and almost physically tangible, the weapons sound heavy and distinct. But even beyond the action-packed sequences filled with cinematic sound, the game maintains its dark tone through a thoughtful mix of ambient layers, atmospheric sounds and ethereal notes that keep the tension and immersion alive throughout. It’s not unusual to find yourself, after a chaotic stretch of combat or a cutscene, suddenly drifting into some sort of in-between world or vision, and the sound follows you there. Deep strings, drones and synth pads build an ominous, floating soundscape, joined by vocal textures, breathing noises and distant echoing voices. Even a broken ceiling lamp spitting out occasional sparks adds beautifully to the environmental storytelling. What surprised as well, was the sheer number of well-known songs scattered throughout the game appearing in the most unexpected moments and triggering waves of nostalgia. More than once, I caught myself saying: Hey wait a minute, it's that one song by... (Deftones, Type O Negative, Stereo MCs, In Flames, The Flamingos, Dean Martin, Thievery Corporation...). Alongside the main story, there are also side missions featuring four additional characters, each equipped with unique weapons and abilities. These can be played solo or in online co-op mode. And once again to my surprise, it's a lot of fun, but mostly thanks to the character J.P. Dumond, who can hurl enemies into the air with his voodoo staff and summon black holes. I’ve enjoyed it so much that I’ve already replayed all of those missions several times, always finding myself coming back to them, still I know sooner or later it will all come to an end. Digital Extremes, the studio behind The Darkness II, once expressed interest in making a sequel. However, it apparently never materialized due to disappointing sales figures. There were fan initiatives, petitions and social media groups trying to convince 2K Games and Top Cow to greenlight a continuation. But despite the passion behind the movement, the numbers just weren’t there. Without a larger community, media attention or notable industry voices, such efforts rarely have an impact. A revival like that would need a coordinated campaign with thousands of supporters, ideally paired with a comic event or even a Witchblade crossover. And even then, it would all rise or fall based on the strength of the new concept. What? You want a short version of how I imagine it? Alright, since you’re asking so nicely. In my opinion, a proper concept would need to aim for at least 2+ million copies sold. And not only should long-time fans lose their minds when the first trailer drops, it should be so breathtakingly impressive that everyone takes notice and a well-deserved hype starts building. How would that even work, you ask? Well, simple: The Darkness III would have to be a visually and mechanically overwhelming blockbuster, something that feels like a full-on power trip with almost completely destructible environments. On top of that, every single light source could be disabled, because the darker it gets, the more powerful you become. The Serpent Heads/Demon Arms wouldn’t just tear enemies apart in brutal and creative ways, even simple strikes could shatter bones, leaving arms limp and enemies crawling helplessly on the ground. I’d also find a clever way to integrate a number of the actual Darkness comics into the game, not only to highlight its comic origins but also to give newcomers an accessible gateway into that world. Ideally, Mike Patton would return as the voice of The Darkness. Maybe the devs could even reuse some of the old recordings, or better yet, let Patton collaborate with a group of selected musicians and composers to create an exclusive soundtrack for the game. That could only turn out amazing. Yeah… that’s roughly my short version. Until then, it remains what it is, potential waiting to rip everything apart.
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