Once in a while you get to play a level where you ride your trusty undead steed, shooting down enemies without caring about ammo, a segment that's a nice, arcade-y break. It doesn't help that enemies tend to respawn until you complete a certain objective, something that makes things more aggravating than challenging. The enemy spawning formula is literally, 10 of those, a few projectile-spewing, flying banshees, the occasional undead gunslinger… and that's about it. Long story short, after shooting down 100 or more of the sickle-wielding zombies, which are the cannon fodder of Darkwatch, repetition will soon kick in. Not only is the enemy selection painfully limited, not only the game rarely mixes them in the same room, but it doesn't even use most of them as much as it should. Sadly, the fun factor tends to decrease the longer you play this… Shooting your guns, which range from revolvers and shotguns, to crossbows and sniper rifles, feels great the gothic/wild west mix at hand isn't as impressive as it could be, but it is indeed neat levels are simple in design and in terms of the scenarios they provide, but they also have the right length and amount of challenge (with additional difficulty options available) and, finally, there's a split-screen co-op mode that lets a second player join in the fun. Darkwatch will prove to be an enjoyable ride despite its issues. So, you've managed to persevere, and get the hang of how this plays. Again, nothing game-breaking, but nothing great either. For starters, aiming tends to be more annoying than hard, due to enemies that - suddenly - move a bit too much, a somewhat unhelpful crosshair that's confusingly large, controls that could spend more time in the over, and, more importantly, a tiny FOV that's… atrocious, to be completely honest. In other words, while not bad, it's far from a finely-tuned product either. Compared to other console first-person shooters of that era, this is certainly one of the better ones - but it's definitely not Halo. Helpful as these vampire powers are, this is mostly about gunning down the opposition. Besides the two available endings, this system also opens up one amongst the two ability trees, with all kinds of magic tricks, like temporary increased power or durability, lighting sparks flying from your hands, and more. Unbeknownst to him, his target is actually a meat wagon which carries lethal, undead cargo, which he accidentally sets free.Īfter releasing the evil, super-vampire of this tale, Jericho is cursed with vampirism himself, and becomes an unwilling agent of the supernatural police of the west, 'Darkwatch.' From there on, he will have to shoot his way towards the finale a finale which can be altered via a simple, two-way moral system, with clear good and bad choices, like, for example, drinking a human dry, or saving him or her (usually her) by draining the vampiric curse from their body. Equally - and pleasantly - comic book-ish, is the story, which follows Jericho Cross a train-robber who, while on his latest heist, got more than he bargained for. There are undead gunslingers, leather-clad cowgirls and sexy, Native American, femme fatales, flying banshees with daring décolleté, and, finally, murky crypts, gothic dungeons, and moonlit graveyards and ghost towns. Aesthetically, this looks like something designed by a teen metalhead/b-list horror lover/cowboy nerd… and that's actually a compliment.
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