Newspaper article The Canadian Press

'The Darkness' Video Game Sequel Shines Light on London Video Game Studio: 'The Darkness' Shines Light on London Studio

Newspaper article The Canadian Press

'The Darkness' Video Game Sequel Shines Light on London Video Game Studio: 'The Darkness' Shines Light on London Studio

Article excerpt

Wielding dual weapons. Demon arms. A dark sense of humour. And a rich comic book pedigree.

Digital Extremes had plenty of reasons for taking on development of "The Darkness II" video game.

"It just seemed like an excellent opportunity for us." said Sheldon Carter, creative director of the studio in London, Ont. "It's our kind of game, the type of game we really wanted to make at Digital Extremes.

"We really wanted to make something that was a story-based shooter, it was something we'd been moving towards for a while. So we really were anxious to sink our teeth into it."

The original game, from Sweden's acclaimed Starbreeze Studio, was released in 2007. The first-person shooter tells the story of Jackie Estacado, who is targeted for death after failing to carry out a task for mobsters. But Estacado becomes imbued with the Darkness, a force that has inhabited his family for generations.

Payback ensues, with Estacado struggling to control the Darkness powers.

The sequel sees Digital, renowned for its work on the "Unreal" franchise, at the helm. Estacado is now a crime boss, mourning the death of his girlfriend. He has suppressed the Darkness, although things soon change as the game begins.

Carter says his team was drawn by the possibility of a story-driven drama. Not to mention the opportunities afforded by The Darkness.

The sequel allows the gamer to wield weapons via pair of human arms while using demon arms to grab foes and then execute them in a variety of gory ways.

Finishing moves include the torso smash, head or stomach whip, clean break, anaconda and wishbone. There are many more.

This game is not for kids.

"We had a huge amount (of executions) that we made and then it was just trying to figure out for game-play purposes how many were right and how may did we want to polish up," said Carter. "But none of the ones that we cut did we cut because we felt they were too over the top or gory. …

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