TEM: So speaking about the loot, items and weapons, I noticed the combat feels like everything chains together more smoothly now. What other improvements did you guys bring in to the combat for this one?
Hadyn: Well, the fluidity between the secondary and the primary worked pretty well in the first one, but because of Death's speed and agility we wanted to make sure that his strikes are quicker. He doesn't block or stand on the same spot and deliver the damage. He's all about evasion. So when you actually see Death as a character in combat he's pretty much always moving, so he's either getting away or going into combat. So we did a lot of moves that actually come out of these evasion states and they link back into the secondary weapons and the primary weapons. So that was a lot of fun, like in the first one you're kind of limited by the chains you can do, but in this you can pretty much anytime combo chain link to one of the weapons and get a slightly different move out of it. Then you start putting the loot into there and using different weapon types. There's lots of creativity, not just visually but gameplay and skill wise for the player.
TEM: This is kind of a side question, but so in the first game The Watcher is voiced by Mark Hamill, one of the most well renowned voice actors in video games right now from his rendition of the Joker. Are you guys bringing in anyone of that caliber for Darksiders 2?
Hadyn: We've got Michael Wincott as Death, I mean that guy's a legend, right? I mean, you've probably seen him in The Crow and he was in Top Dollar, and Death's a lot more vocal than War was in the first game, so you're going to hear a lot of Michael throughout the game, the quests, the dialogue, the thing he says in combat and even in the puzzle situations he has things to say. We've actually got some very decent-level voice actors, it's something that's very important, the sound, it's just as important as everything else so we wanted to make sure the people we brought in were of the same caliber, maybe even higher than the first game.
TEM: So you mentioned side dungeons during the preview, what were some of the thoughts behind including these?
Hadyn: We wanted give players everything from Darksiders the ideas and the mythos. The world it's huge and massive so we wanted to kind of expand out the world that they could explore. The first was relatively linear, but you'd always backtracking things and all. So now that we've expanded out the world, we wanted to make sure that people who explore that world were rewarded in finding things. Additional NPCs, new items, new parts of the story you didn't know about, filling the main story, maybe referring back to the first game whatever it might be. So we think that it's very important, we look at it as the amount of effort the player puts in, and we've kind of got to give them that effort back. So, if you explore really off the beaten track, we're going to make sure that what you find is going to be good.
TEM: So Darksiders was equated a lot to Zelda, and I'm sure you hear this comment a lot, but, to turn that question somewhere else, how do you feel about being equated to that franchise or was the goal always a homage?
Hadyn: It's very flattering, it has that classic action-adventure feel when you play a game like that even from all sorts of different games from around that time, like Castlevania and Metroid. It's such a good formula for level design, it's kind of like a dying art now. We thought we got a nice balance with the first game, so that's kind of the core of the second game as well, we made sure the the level design and the philosophy behind how you get new items and all the obstacles was a key part of the second one as well, it's a blessing and a curse in some ways. Everyone references it, but we think it's in a good way, and I think people maybe like us because of that.
TEM: So what can you tell us about the story of Darksiders 2?
Hadyn: We can't go too much into the main elements of the story right now, but this is the what was Death and the other Horsemen doing at the time of the first game. This is that story from Death's side specifically, so you can see him try to clear his brother's name. Now with this one because it's set in a completely new world. It's set in the underworld, it's not set on Earth, it allows us to have creatures, people to talk to and a living breathing world around the player that we really couldn't do that in the first one other than these demon and angels just kind of warring out. So it allowed us a lot more freedom from a story point of view.