Talk about kicking off the new year with some solid videogames. Vigil Games’ action-adventure gameDarksiderswas one of the first major releases of the year, and from the look of it, a bunch of us got a lot of enjoyment from kicking some demon and angel ass.

Over onGameInformer, a collection of user- and staff-submitted questions were presented to Vigil general manager David Adams. It’s a really fun read, simply because A) the questions are totally frank and B) it offers some great insight in terms of scrapped ideas. No joke,Darksidersstarted off hella ambitious.

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Adams says it best himself: “When we first conceived of the game, we were completely and utterly insane. Our original incarnation consisted of all four horsemen in full four-player co-op.” Such scope was obviously too much to pull off, so they stuck with War “as a sort of introduction to the franchise.”

Other ideas that didn’t quite come to fruition include more NPCs, increased side-quest content, and less repetitive boss fights in Black Throne. Adams reveals it was an issue of time more than anything else.

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“I guess we had a lot of faith in the game. From the very beginning we’ve always mentally assumed there would be a sequel — heck, we’ve mentally assumed that there would be at least threeDarksiders. If we were really being practical we would have never tried to start making this game with a team of four guys, none of which had console experience. Practical isn’t really our thing.”

I think the only logical response to that statement is a firm “hell yeah!” I can definitely get behind moreDarksiders. Can you?

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