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Dark Void Review with PhysX Analysis

Dark Void Review with PhysX Analysis

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Dark Void with PhysX Analysis
As Capcom/Airtights’s Dark Void begins we are introduced to William Augustus Grey (voiced by Nolan North, Assassins Creed/Fable 2) a cargo pilot who finds out that his latest job involves taking his ex-girlfriend, Ava, to a destination which causes them to travel through the Bermuda Triangle. Whilst on route their plane is involved in a mid-air incident and crashes; stranding Will and Ava in an unknown location.

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From this point on our adventure is split into three episodes with various chapters making up each episode. In the first the main plot centres on our attempts to escape the crash location as well as rescue Ava. As the story develops it soon becomes clear that it is not just humans who inhabit our location but an army of robotic soldiers and “gods” who are worshiped by the locals. From there we begin a fight to save Earth from The Watchers.

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At the start of Dark Void the gameplay experience is very similar to most action adventures as we explore the jungle on foot and soon after enter a village where we are approached by a native then taken to meet another outsider, Nikola Telsa. He kits us out with a hover pack at which point the style of gameplay begins to differ from the average adventure. Using this hover pack we have a much larger range of movement so rather than be restricted to climbing and walking/running the game allows us to boost up to high ledges and areas which would normally not be accessible. We can also “jump” further and fall greater distances by cushioning the landing using the pack.

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Dissertation Of David Carawiay To aid us in these battles we have a selection of weapons at our disposal, the Liberator is the gun we used the most and is well suited to dispatching the standard ground based enemies. Throughout the game we find weapons lockers which allow us to select higher powered guns or enhance our existing item by purchasing upgrades. These purchases are funded by points which we collect from orbs dropped by the enemy as they die.

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