Platform: PS2, XB

Genre: Action/Adventure

Publisher: Namco

Developer: Widescreen Games

ETA: Q3 2004

 

Related Links:

Review: Soul Calibur II (Playstation 2)

Review: Time Crisis 3 (Playstation 2)

Review: Dead to Rights (Xbox)

 

 

 

 

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Plague of Darkness

 

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Whenever I think of the major game publishers from Japan like Capcom, Konami, Sega, or Namco,  I envision legions internal development houses, or in the very least a number of teams autonomous of one another, yet running under the same flag.  In the case of Namco, they certainly seem to have been expanding in recent years with studios like Namco Hometek and their Monolith Studios (not to be confused with the Monolith responsible for Shogo and the NOLF series).  Now Namco is teaming up with French developer Widescreen Games for their upcoming action/adventure, Plague of Darkness for the PS2 and Xbox.

 

Sporting what appears to be quite the dreary motif at this point, Plague of Darkness will pit players in the role of Knight of the Order, Douran, as he tries to destroy an ancient demon who has been devouring evil souls so that it may gain enough power to resurrect itself and reap havoc on the world once again.  Wandering Medieval Europe at the height of the Black Death, Douran must probe the populous for clues as to where he can find this demon and discover a means by which he can destroy it.

 

 

Features:

 

- Multiple characters with unique mechanics, traps and obstacles

- Eight major settings, including 58 sub-locations

- Mature art style, including dark and menacing graphics, realistic medieval environments and rich use of color

- Advanced combat system with attack, defend, block and grab moves

- RPG elements of character progression and upgrades for weapons, armor, helpful items and magical powers

- Assignable magic tarot cards allow for attacks, defense and special powers

- Twenty-five different enemies, both magical and non-magical

 

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Judging from the images available so far and the overall direction of the game, Plague of Darkness appears to be shooting for a more somber experience.  Whether or not gamers warm up to such a cold sensibility is anyone’s guess.  We’ll just have to wait until Fall 2004 to see how they respond.

 

Mr. Nash

December 14, 2003

 

 

 

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