David Adams, general manager at Vigil Games, and creative director Joe Madureira took the stage at DICE and talked about developing Darksiders, taking it from concept to retail release.
Starting out, they had little in the way of concrete ideas, aside from a vague concept of wanting to make an action adventure game in the spirit of a Ratchet & Clank. Original character art showed off a lighthearted young elf, a character who could channel energy and tame beasts. The next revision, tentatively named "robot arm kid," had a bulkier character with a mechanical arm that could be deployed similarly to the one in the Bionic Commando games. At that point, the team realized that they were skewing their designs too young.
Gameumentary is proud to share with you our feature-length documentary covering the Darksiders franchise.
Gameumentary: Good afternoon everyone! We're super proud to share with you the official trailer for our upcoming documentary on the Darksiders franchise.
A short opinion piece about the PC version of the upcoming Darksiders Warmastered edition.
The "Deathinitive" edition of Darksiders 2 was disgusting anyway. Never seen a game with so much stuttering. I don't think they did anything but to resell it to most of their fans.