Sometimes all good things must come to an end
A few weeks back THQ sold off its assets to the highest bidders. This lead to various THQ studios finding new homes; THQ Montreal for example is now a part of Ubisoft and Relic, the developer of Company of Heroes is now a branch of SEGA. However not all development studios found a new home, and as they...
But deathly silent for now
We're all a bit in the dark about just what Darksiders II will be doing with Wii U GamePad. So far we only know that it'll be used for an easy access inventory — but according to the game's lead designer, there's more to come. Speaking to our sister site Push Square this weekend, Vigil Games' Haydn Dalton implied that...
No concessions necessary
Vigil Games, the team behind Darksiders II on Wii U, has told GameReactor that Nintendo's new console isn't a huge technical leap over the Xbox 360 and PS3. In a video interview, game director Marvin Donald told the site: So far the hardware's been on par with what we have with the current generations. Based on what I...
There's no link
THQ's original Darksiders on PS3 and Xbox 360 drew a lot of comparisons with Nintendo's The Legend of Zelda series, but creative director Joe Madureira wants the upcoming Wii U sequel to skip those analogies this time. Joe Mad told Official Nintendo Magazine he only wants to compare Darksiders II to its predecessor: I'll be curious...
Dark days ahead
One of the many third-party games revealed for Wii U at E3 2011 was Darksiders II, and now developers Vigil Games have given Game Informer an insight into the game's development and how the team will use that new controller. General manager David Adams and technical director Colin Bonstead revealed in a video interview that the team...
Staff members have high opinions of the console
The action adventure game Darksiders II for the Wii U won't look any better than the PlayStation 3 or Xbox 360 versions, but not because it is unable to do so. Jay Fitzloff, marketing manager at THQ's Vigil Games spoke to Video Gamer about how relatively easy it was to get the the visuals to match the standards of the PS3 and 360 versions: We're not..
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