Shadowy Sequel Surprise: 2K Games Announces the Darkness II

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Uncorking one of the better kept secrets of recent months, the publisher of BioShock and NBA 2K11 announced today that they’ll be releasing a sequel to The Darkness, a 2007 FPS inspired by the Image/Top Cow comic of the same name.

I had the chance to ask 2K president Christoph Hartmann about the upcoming game and why the time is ripe for another go-round in anti-hero Jackie Estacado’s shoes.

When was the decision made to greenlight a follow-up to The Darkness? that decision?

The Darkness as a comics series has a tremendously loyal following, and with the release of The Darkness game in 2007 came the realization that we’ve not only created a game that is innovative in gameplay and unique to the action genre — with the Demon Arms and play on darkness and light — but that the writer, Paul Jenkins, had started a deep and twisted story that needed to be continued. The game hit a quality bar that we were all very proud of and that combined fun and innovation, but we knew we could take it even further. Like many of our 2K Games properties, when you develop something great, it deserves further exploration, and a chance and the challenge to raise the bar even higher.

While The Darkness was a well-reviewed game, it didn’t sell as well as it could have. What do you think can be done to prevent a similar outcome if the sequel is of similar quality?

I think many players agree that The Darkness broke out of the standard mold of action games at the time, and still many would say that it was genre-defying with the combat and stealth system, play on dark and light, and its intriguing story line. At the time of the game’s release in June 2007, the next-generation of console hardware had just launched with the Xbox 360 in November 2005 and the PS3 in November 2006. If you were to compare the install base back then with 2011, we’re looking at an install base on just those two consoles alone, that surpasses triple the amount of 2007.

Another area to look at is pop culture trends, and 2007 seemed to be a time of resurgence as comic book movies had just started getting into the mainstream, and gathering massive momentum outside of the niche comics space. 2007 and the years to follow included big box office releases like Spider-Man 3, Transformers, Incredible Hulk, Iron Man, Wolverine, and The Dark Knight.

And with a surge of the next wave of comics-based movies in 2011 and beyond like Green Lantern, The Avengers, Thor, and Captain America as well as comics-based TV shows – The Walking Dead, The Cape – We really feel that The Darkness II will fit very comfortably in this space, particularly with its dark theme and the anti-hero protagonist that makes this comics series refreshing.

In terms of building the main single-player component of a game, this will be a big step up for Digital Extremes. What particular talents do you think that studio brings to the table here for The Darkness II?

Digital Extremes knows how to deliver on intense, visceral and fun FPS gameplay. Their FPS knowledge combined with Paul Jenkins’ script and his narrative direction combined make this a truly awesome experience.

With The Darkness II, we wanted to move more towards a balls-out first person shooter, and Digital Extremes was a great fit for that goal. The Digital Extremes team is a master at creating solid, visceral gameplay, as well as focusing on up-close and personal intensity. They’re also using their in-house built Evolution Engine that allows the team to really tailor on the gameplay physics, mechanics, lighting, and art style. Which, by the way, is absolutely beautiful with its hand-painted graphic noir technique that makes the game look and feel like a graphic novel.

Digital Extremes’ FPS knowledge combined with Paul Jenkins script and his narrative direction will make Darkness II something to behold.

What did the first game do so well that we’ll see more of? What about the new features like the Quad Wielding do you think will make the experience fresh?

You will definitely see Demon Arms, Darkling, and dark-vs-light gameplay again… but changed to reflect a more tightly focused narrative experience that puts you right in the middle of the action and narrative with impactful shootouts, visceral melee, and violent executions. The new Quad-Wielding gameplay will allow users to have a lot of control over enemies and the environment when in combat. The Demon Arms are now your weapons and extensions of you in combat – they can attack by slashing and piercing enemies, and also grab and throw objects and people. Then add to that dual-wielding gunplay and utilizing the dark and light in the heat of combat, and now you’ll really go nuts!

Pertinent bits from the press release follow after the jump:

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