Some additional goodies: every attack can be part of a combination of some kind; counter attacks are in the game and can be performed on aerial enemies and injured enemies, who will show that the counter attack is available; the majority of the game takes place in dungeons, or at least the good parts.

Finally, there are many open area’s to traverse, so a horse (of sorts…it’s dead) is available at any time. When I say any time, I mean literally any time. If you jump off a click, at the press of a button the horse can appear out of the ground and have you start riding immediately. One mini-boss battle I witnessed had War fighting a giant sand worm. When it went under the sand and popped up under War, he was flung into the air. If timed correctly, he can never touch the ground and be speeding off in another direction.

As if not obvious by the preview, I’m excited about Darksiders: Wrath of War. As someone who doesn’t play many games of the sort, my sentiments remain with such similarly named titles as God of War. The art direction, combat system and layout in general have been intriguing to say the least, and my interest has been peaked.
One thing that struck me was that all in-game cutscenes are controllable, so when, for instance, War’s flying ride (if you will) gets attacked, the battle between the two behemoths rages on while War is on mission, and at times they’ll be in a scene and War can walk over and join the battle. He won’t actually do any damage and will probably end up dead himself, but the openness is powerful.
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