While playing the first
Darksiders game, I couldn't help but compare it to
The Legend of Zelda. You were thrown into a vast open-world that hinted at areas to explore, but gave no way to get to them, that is, until you had the right tool.
Darksiders II breaks away from the
Zelda feel and adds elements to make it a deeper RPG.
For one, Darksiders II has a habit of actively blocking you from areas in the world instead of just letting you not be able to access them because you don't have the correct piece of equipment. What it loses in that though, it gains in equipment customizability, quests (both primary and secondary) and a skill tree.
Where the first game took place 100 years after War inadvertently started Armageddon, Darksiders II is all about the events between humanity's destruction and War's parole. Death believes that his brother is innocent of the crime and has set out on his own quest in order to prove War was tricked, as well as attempt to bring back the human race. His journey starts him in The Forge Lands, a realm inhabited by The Makers, an ancient race that has built the universe since its creation.
The problem is, their realm is slowly dying because of a sickness known only as Corruption. This evil permeates the world and has even stopped the forge that The Makers have used to create their greatest achievements. This realm alone feels close to the size of the first Darksiders game, at least the size of the map feels as detailed as that game, but this area is only the start of Death's journey as he will have to travel to the Kingdom of the Dead and even face off against angels and demons on their home turf before the story plays out.