Early into the architecture action on Darksiders II, Madureira toyed with some actual aberrant iterations of the Death concept. “Early on I had played with the abstraction of giving him six accoutrements and a weapon in anniversary duke [pictured above],” Madureira laughs. “It was absolutely abstract being that we knew we absolutely wouldn’t do…. Any time we started to blend about and agreement with Death’s design, we never admired it as abundant as what we already had, so we aloof affectionate of stopped.”
One aspect of Death’s architecture that did change was his weapon. Some of Madureira’s aboriginal sketches affection the appearance able with a added acceptable ample scythe, but that afflicted as Vigil began assignment on Darksiders II. “There was already a advancing artefact that has a scythe-wielding character,” Madureira says, referencing EA’s 2010 absolution Dante’s Inferno, “so appropriate off the bat, that wasn’t that ambrosial to us. And because it’s a absolutely ample weapon, it would be wielded added slowly. That didn’t fit in with Death’s added aggressive, beastly nature. Splitting it into two abate scythes and dual-wielding seemed ten times added bada**.”
Vigil additionally absitively to about-face Death’s personality. Originally advised to be “more of a addictive amount that never spoke,” Madureira explains that this would not accept set the appearance afar from War able-bodied enough: “We didn’t advance War as far as we could as a character. He didn’t allocution a lot. So we acquainted like if Death didn’t allege at all, that would be harder, so we absitively to change that up and accomplish him added able and chatty. He has a dry faculty of humor.”
One of the challenges of authoritative Death a added absorbing personality was addition out how to appearance affect on a appearance after a arresting face. Some aboriginal sketches featured Death after his affectation (like the one above), but in the end, Vigil ashore with the iconic masked adaptation and searched for added means to accomplish him expressive.
“We were afraid we wouldn’t be able to back expression, and the chat would abatement flat,” says Madureira. “So I did a area of how his affectation and eyes could back best of the affect [pictured below]. Obviously he has to act with his anatomy a little bit more. We’ve done abundant tests with the cutscenes that we feel adequate that accepting a guy with no face is activity to work.”
In the end, Madureira believes activity with the masked adaptation of Death was the appropriate choice, as it has absolutely become a defining beheld appropriate for the horseman. “If we put a helmet on Death or we afflicted his affectation or we hid his hair, he would attending like a altered character. There are assertive things about Death that we will not change,” Joe promises. “That’s why we don’t accept helmets in the game. He’ll alone anytime be agilely armored. No amount what armor you equip, it’s still Death, but if we were to awning him up absolutely in chainmail in big accept pads, you’d admiration who it is.”
With what Madureira describes as “the iconic necromancer/zombie look” for Death, he’s hopeful that gamers will bound become acclimatized to the new appearance and never accept to admiration who he is.
Remember to analysis out our Darksiders II hub for added Darksiders II content.
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