![]() The Gore Hammer's learning curve is shorter than the three-second fuse of each explosive projectile (which can also be detonated manually), and Death can always drop the weighty weapon in favor of his more agile suite of natural talents. As gimmicky, unexpected, or anachronistic as the action might seem though, it actually works when contained as a unique side mission. Players find it during their very first assignment - a side mission before they can begin exploring the world's two main dungeons - and it's not long before Darksiders II morphs into a Gears of War-like third-person shooter with Death blasting his way down a linear path of frozen ruins and recently unfrozen enemies. Immediately noticeable - and the most divergent ingredient in the mix - is the insanely overpowered Gore Hammer. The premise, at the very least, is proficient and it allows Argul’s Tomb to usher in gameplay elements unseen in the core campaign. ![]() Ostensibly an unsettling source of power lies within the tomb that Ostegoth aims to acquire - and Death is more than happy to receive compensation for its retrieval. ![]() Death isn't met by Argul directly, but is instead briefed on the current clime by Ostegoth, a wheezy old merchant still subservient to the coin. Selecting the DLC summons Death out of the main campaign world and into the icy resting place of Argul - the "Deposed King" whom players can encounter during one of Darksiders II’s side quests. As it turns out, the expansion is more of a mixed message with regards to Darksiders II's longevity, despite implementing some slick new features.
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