New Darksiders II interview with Haydn Dalton [our hdn] can be found here @
http://www.pushsquare.com/news/2012/07/interview_vigil_games_darksiders_ii
Here is a quick bullet point summarization of the interview:
- One of the biggest things the team was able to carry over from their experience with the original Darksiders was how to approach the level design. The dungeons and overworld style has been done before in other game series like Zelda, but now the team has a good handle on how to execute it effectively, which means levels got done much more quickly this time around.
- The core level designers from the first game stuck around for the second.
- Theyve also learned a lot about how to refine good melee combat.
- Vigils gone even further than expected. They didnt just take War, reskin the game, and call it a finished product. They rebuilt everything from the ground up for a new character: Death.
- It feels more like Darksiders 2.5 to me.
- The loot and skill tree systems were added on very early in development; they had wanted to implement them in the first game.
- Loot is tiered and tied to your characters level, so as you get stronger, the loot gets better.
- Every piece of loot has a unique look.
- Skill tree system was fairly set from the beginning, with the only tweaks being where certain abilities were stacked and what was included.
- About the ability to feed your Possessed Weapons old items to grow them: We just thought, whats a good way of
at first it came about as what would be a good way to get rid of trash? You know, the stuff youve got and you dont really need it any more. Weve given fast travel to the player now, so you can jump to a vendor, jump to a location, go there and sell it. But it is a bit of a hassle for the player. So we said what can we do? We dont want a player just having to drop everything into the scene or always have to figure out which ones they want to drop. So we thought, lets just create an item [that] we can just dump tons and tons of items into.
- Possessed Weapons have a very low drop rate.
- You can level up 20 times on a first playthrough, and to Level 30 on a New Game +. The level cap is designed to restrict some items to the New Game +.
- Each of the four Horsemen was drawn in preparation for the original Darksiders. Death was very nearly the main character of the first game, so it was easy to decide on him for the second. They wanted him to be agile based on his personality and design.
- Environments are designed around the different play-style: wall-running, beam-jumping, swinging, etc.
- Some levels are horizontally-oriented, some are vertical.
- Deaths adventure happens during Wars 100-year stay in the Abyss.
- What the other Horsemen were doing during that time hadnt been established when they made the original game.
- Each of the Horsemen will fill a character/player archetype. War is a barbarian, Death is an assassin, etc.
- Future games may use co-op, depending on what people want out of the genre. Its incredibly difficult to do good multiplayer with this generations tech without compromise.
- The Wii U version will still retain all features from other console versions.
- His favorite new feature is the loot system, as it adds a kind of play economy thats compelling. Do you ignore enemies, or fight them for loot?
- Some loot is only available via sidequest (legendary items)