A Compulsion for Propulsion- Dark Void Review

Let’s get this out of the way first- Dark Void is will undoubtedly divide gamers. Some players will be unable to tolerate the title’s sporadic unwarranted deaths, graphical glitches, and overall lack of polish. Others may find enough enjoyment within the varied array of play mechanics to overlook any quality-assurance quibbles. If you happen to fall into the later camp- read on. While Dark Void doesn’t always capitalize on its ambitions, you’ll likely appreciate the game’s earnest efforts.

Save Tribes 2 (and possibly, Section 8) few three dimensional diversions have properly conveyed the euphoric possibilities of the jetpack. Periodically, Dark Void succeeds on this concept- especially when the environment is roomy enough to let the protagonist dart around while launching a ballistic barrage at any unsuspecting foes. Flanking a turret gunner or freefalling through the middle of a gargantuan enemy structure can be invigorating. It’s a shame the game doesn’t have more of these exhilarating moments; far too often the title settles into a familiar run-and gun cadence.

Like the title’s celebrated method of propulsion, Dark Void’s storyline is compact and displays brief moments of intensity. At the game’s commencement, cargo pilot William Grey is traversing the Bermuda Triangle, when his plane is absorbed by a mysterious vortex. The inter-dimensional whirlpool hurls Grey into an alternative realm where a race of tyrannical aliens are hell-bent on domination. With the assistance of Nicola Tesla, our protagonist gains an array of technology that offers just enough kick to fend off the extraterrestrial foray. Dark Void’s decision to recall the cliffhanger films of yesteryear is inspired, and gives the game a distinctive vibe.

Whether soaring through the game’s airy environments or traversing the world on foot, the alien resistance rarely rests. On the ground, players take cover with a mechanic that recalls Gears of War, as a button press allows Grey to take shelter around an environmental object. Periodically, this technique (and the game’s camera) is rotated, allowing the protagonist to engage in vertical gunplay. Players may reposition themselves along a ledge, bound to another cover point, or even melee throw an enemy. While vertical cover could have offered an intriguing facet to the game, in execution it’s woefully oversimplified. Often, I was able to scramble through each section- ignoring enemies and conserving time and ammo. When I did attempt the drop-and pop approach, aliens sharing a common ledge became inexplicably passive, and I found myself unable to fling their carcasses to the ground below.

Despite having guns with unlimited ammo on your jetpack, sky combat feels underdeveloped. Shooting a succession of enemy saucers gets dull quick- players merely turn toward enemy positions using the on-screen HUD, hold down the fire button, and collect the game’s nondescript power-up orbs. Although gamers can wrestle aircraft away from enemy forces, it hardly makes a difference- the saucers maneuverability and loadout isn’t remarkably better than your own jetpack. Yet, despite these weaknesses, combat can be intense- especially when groups of foes attack the player.

Dark Void’s Unreal Engine-powered visual are consistently utilitarian. From the modest amount of enemy types, habitually stilted animation, and monochromatic environments, the title can’t compete with any of today’s triple-A extravaganzas. While framerates can falter, the game does display a remarkable sense of scale, as draw distances are frequently impressive. Although Bear McCreary’s score complements the action wonderfully, the game’s sound effects intermittently cut off abruptly.

Despite an overall coarseness and a persistent string of anomalies, Dark Void is undeniably compelling. Just beneath the title’s coarse exterior, is a game that affably throws an amalgam of mechanics, many of them ripe with possibility. As long as players venture into the Void with moderate expectations, they’ll discover an excursion that unmistakably evokes the game’s B-movie pedigree. 

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

57 Comments

  1. I read one review that really liked it. All the other complain about how glitchy it is.

  2. I heard the whole jet pack thing isn’t that good, because half the game has lethal roofs.

  3. I dont see maany people getting excited for this. The gamestop I went to only had one preorder.

  4. Wasn’t this made by the Crimson Skies people? Seems like the flying combat should have been better.

  5. Ive heard this being discussed on the podcast. Most seem to say it’s disappointing. Oh well…

  6. I rented this. Why do you need 20 shots to kill an enemy? Why does the sound just cut out? I guess I’m one of those people who can’t take the glitches.

  7. I might be in the minority here, but I thought the demo was fun enough- especially the combat.

  8. You say some parts are fun, but don’t do into much detail. Actually, none of the site do. So what’s fun about the game?

  9. First level in, graphics are mushy, Uncharted type of conversation, and a bit of shooting. No jet pack 🙁

  10. Everyone says there’s a great game beneath the crappy surface. Sounds like they should have spent more time with it.

  11. The roofs are necessarily lethal, but if you use your jetpack in an enclosed area, you’re bound to hit your head and die.

    Likewise, if you hit the ground from too far up, you’ll die.

  12. The demo was weak, they tried to show too much in a very limited time span.

    Gone are the screen tearing (in the PS3 version) and the saucer shooting from that section of the game. Those UFO fights do show up later, however.

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