Haydn Dalton Talks Darksiders II, Wii U, Loot, and Much More

The folks over at Pushsquare recently spoke with Darksiders II lead designer Haydn Dalton and several interesting tidbits were revealed about the game. While most of the discussion was similar to what we have previously heard from the developers, Dalton did go into more detail. Our brand new network site GenGAME posted a complete bullet-point listing of what was talked about in the interview. You can find that after the jump.

In particular Dalton talked briefly about the Nintendo Wii U version of the game and what features it would have. Nintendo fans have sort of been left in the dark as they aren’t really sure if they will just be getting a port of the game with inventory controls, or if the game will actually be built specifically for that console. Well it seems there is going to be some notable differences for the Wii U version, but at this time, they are still holding back on announcing any of those. Here is what Dalton had to say.

Well, we can’t go into it in any detail. People have already seen that, heard about the fact that we’re going to use it from an inventory point of view. That’s all we’ve talked about. Allowing players to access stuff on the fly rather than jumping in and out of the menu, they can actually see the choices right there on the GamePad. I mean, that’s one small thing, but we’re going to be using it in a lot more interesting ways as well. That’s just one small part of it.

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.
  • They’ve also learned a lot about how to refine good melee combat.
  • Vigil’s gone even further than expected. They didn’t 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 character’s 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, ‘what’s 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 you’ve got and you don’t really need it any more. We’ve 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 don’t 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, let’s 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.
  • Death’s adventure happens during War’s 100-year stay in the Abyss.
  • What the other Horsemen were doing during that time hadn’t 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. It’s incredibly difficult to do good multiplayer with this generation’s 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 that’s compelling. Do you ignore enemies, or fight them for loot?
  • Some loot is only available via sidequest (legendary items)

Source: Pushsquare via GenGAME

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  • http://www.facebook.com/people/James-Best/100003863840372 James Best

    After seeing a bit more of the Game Pad, I’m thinking I might use that instead. Also, the Pro Controller is really expensive.


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