
If there is anything both incredibly sad and unfortunately common in the gaming world, it's wasted potential: games that look promising only to be ruined by rushing towards a deadline, ideas that sound good on paper but just don't translate well into an actual game or developers that have great ideas but not the talent or resources to create a game that does those ideas justice. Darkest Of Days, the debut game of Iowa based developer 8monkey labs, seems to be all three of those things; a game with an amazing premise that manages to fail on pretty much everything else.
Story
Sounds pretty awesome, right? Well, that constitutes about 70% of the story and the rest goes downhill from there. While the premise would allow immense variety by featuring several individuals to save all across history, the vast majority of the game (about 3/4 to be precise) involves you rescuing TWO guys, one from WWI and another from the American Civil War. Apart from two missions in Little Big Horn, one in World War II, and one in Pompeii the entire game (consisting of X missions) takes place in these two time periods. The plot justifies taking so long to rescue these two idiots by throwing an enormous amount of plot bullshit your way, ranging from beaming in several kilometers away for some reason, the two guys being needed to deliver vital-to-the-success-of-the-war stuff, to mistaking the person you're meant to rescue for his twin brother. To make matters worse, until the very end, we are never even TOLD what significance to history these guys have, making you feel like you're going on a wild goose chase.
And then there are the endless illogical elements in the plot, of which the arrow thing in the beginning is only the first: if KronoteK is so worried about preserving history, judging by Mother's reaction to the Opposition's first attack, why do they allow your mentor to give you several future weapons, going so far as leaving one in a farmhouse full of hostile soldiers? Morris was rescued by having the time bubble appear ''right in front of him''. Why can't we do the same with the other guys? Why does no one pay attention to the Union soldier who seems to appear out of nowhere from time to time and obviously isn't part of the unit mow down Confederate soldiers with a weapon looking, sounding and firing like nothing ever seen before yet panic at the sight of people with the same weapons yet wearing space suits? Why is there a mission where you're accompanied by two redshirts who go missing after the zeppelin they are piloting crash and are completely forgotten about once Dexter tells Mother a fib about them being fine and sure to come back soon? Why does the leader of the Opposition occasionally kidnap you between time trips to tell you that KronoteK are the bad guys yet sends you back every time to mow down his flunkies by the dozen? Finally, why does all of this culminate in an ending so abrupt, pointless and anti-climactic that it makes you shout "What was the point of all this?" The mind boggles.
Gameplay
Speaking of reloading, another thing the game introduces is an "active reload" system: every time you reload your weapon, a circular meter indicating your progress starts filling up and if you press the fire button when it hits a green section along the meter, the reload process is immediately completed. However, if you miss, the gun jams making said reloading longer. This mechanic ends up being a godsend for most weapons (especially the musket) yet appears to be slightly buggy: every so often, instead of getting the "jam" animation, your character simply holds the empty weapon making you having to switch weapons and back again to be able to fire, in a matter that is clearly a bug, not a feature.
The final gimmick is blue aura enemies. These are people that while not apparently as vital to history as the (gold aura) people whose rescue is the focus of the mission, are still important enough to keep alive. What this means in gameplay terms is that they must be taken down by either shooting them in the legs or using a bunch of pebble-like devices called "chasers" that when thrown seek out these special enemies and give them an electric shock that knocks them out. Unfortunately, every so often these chasers, despite being supposed to come back when thrown will get stuck or you'll be forced to run away from the place where you threw them so there may be times when you have none available. Not to mention they have some trouble seeking blue auras when not in a specific range, so you may have to throw them several times.
But what happens if you kill these people? Well, sometimes (this was probably supposed to happen every time judging by the trailer. Yup, yet another bug) this causes a bunch of Opposition mooks to warp in, which, due to their better weapons and body armor, often cause your survival chances to drop. Not killing blue auras also gives you a bonus to upgrade points you receive at the end of each mission to upgrade your weapons (in clip size, reload speed, accuracy and rate of fire). Why these upgrades carry to every weapon you pick up is never explained but whatever. Time travel.
Now you must asking: is all this stuff placed inside a decent game? The answer is no: 80% of gameplay resumes to "Go here" and "Kill these guys". Sure, every so often you have to protect those ever-so-important NPC characters, but since they seem to be not only bulletproof but also have the ability to teleport near you if you go too far away, those "escort missions" end up being exactly the same as the afore mentioned "Go here" and "Kill these guys" objectives. Apart from a few decent set pieces (such as a jaunt on a zeppelin and a really atmospheric mission in a Nazi POW camp, the game's definitive high point), you have one of the most barebones shooters ever.
And then there's the invisible walls. Not only is there a game developer with the audacity to use invisible walls in this day and age, said walls are all over the place: not just the borders of the map, there are invisible walls around lakes, invisible walls around cliffs (despite the game having both swimming and fall damage), invisible walls around cliffs that you could easily climb otherwise, invisible walls in the middle of nowhere, etc. It seems that the only way to get around without bumping into an invisible wall is to strictly follow what the map defines as a road, in essence reducing the area show in your map to about 1/9th of the size.
And in the moments where you're actually shooting people? Most of the time it's pretty standard until the several times when the game throws a crapton of enemies at you, all of whom are capable of shooting you from really long distances without you knowing where the hell they are. Sometimes it gets so irritating that it just makes you give up and try running towards the next objective. And it works too, though it can bite you in the ass sometimes (one particularly embarrassing incident occurred when I, armed with only a Colt revolver and facing off against 30 Union soldiers made a break for it...only to face off against two armored Opposition members armed with machine pistols). As you can imagine, all of this makes for a very aggravating gaming experience.
Sound
There's really not much to say here. The soundtrack is pretty generic and repetitive, and the weapon sound effects at times make you feel as if you are firing BB guns or lighting firecrackers. instead of actual firearms. The voice acting is all over the place: the NPCs have pretty flat dialogue, Mother's voice keeps changing between accents, Dexter does a good job but his voice is COMPLETELY wrong for his character: he is supposed to be a New York firefighter who went MIA on 9/11, but he sounds more like a cowboy mixed with an Army veteran.
Graphics
The developers have bragged in press releases and the like of their "Marmoset Engine", which allows them to render "Hundreds of enemies at once". Well, I can't
Conclusion
Darkest of Days has some high points, but its merits in no way outweigh its flaws. It's quite simply a terrible game. It's so bad it's not even mock worthy: if there was an MST3K for games, this game would be the equivalent to Monster a Go-Go or The Beast Of Yucca Flats, in the sense that not even riffing can make it bearable. I know this is a debut game, but there is such a thing as aiming your sights too high and this what happens when you do. Recommendation: stay the hell away from this game. Darkest Of Days, indeed.
Grade: D.
Psyclone has, in the past, also reviewed Burnout Paradise for GBG.
Interesting, I've never seen something like this game before, actually I didn't play anything related. I hope you can add more information and new tips about the game. j2j3
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