Cheats

Halo 2

 

Blind Mode

At the beginning of Outskirts jump on top of the light on top of the door with a crouch jump, then jump to the left platform. Turn to your left and go down the long dark corridor and pick up the skull; it will say blind and your screen will flash black for a while. In this mode you can not see your weapon, body, shields, ammo, or radar. To get rid of this feature use the following method: 1. Turn off your XBOX or Save and Quit. 2. Go to Campaign and select level and choose Cairo Station. 3. Skip the cinematics and then Save and Quit. 4. Go Outskirt and your hud is back.

 

 

 

  • Assassins Mode

    A skull similar to the one that activates blind mode can be found if you Start on "regret". After the first lift ride (before the first underwater elevator), grenade jump from the front awning of the lift to the ledge in front of you (the one with two turrets).

    Grenade jump AGAIN onto the next ledge.

    Make your way to the back of the building. On Easy, you'll only find the skull. On Legendary, however, 2 invisible Elites carrying swords just shake their heads wildly, ignoring you completely.
     

  • Posters at the Old Mambassa Crash landing *after Cairo*

    After you crash land on Old Mambassa, you can see posters all around with the Master Chief from the demo and some grunt posters.

  • Grunts Birthday Party Mode

    In the level Arbiter on Legendary. Once you get to the first banshee section, fly immediately straight down all the way to the bottom of the map. In one of the cracks where the large cylinders connect to the station. There will be a circle of grunts dancing around a skull. When you pick up the skull; it will say Grunt Birthday Party on the screen. Now when you kill a enemy with a headshot, they will blow up like a plasma grenade was stuck to them.

    To get rid of this feature use the same method as the blind mode.

  • Iron Mode

    On the last Master Chief Level, on Legendary Difficulty, when you enter the final Gravity Lift, look up. A skull will pass through you extemely quickly so you must start holding X a bit before you actually pass it to grab hold of it. Once you grab the Iron Skull, Iron Mode will be activated. This skull causes you to go back to the last checkpoint when you die in co-op mode.

  • Envy Mode

    On the level "Delta Halo" on Legendary Difficulty, Progress until you reach the area during the "Push through the covenant held ruins" where you have to clear a Landing Zone for the Pelican to drop weapons. You will know you are in the right area when cortana says "they're pouring out of the center building". Anyway that area has Plasma turrets along its borders. A little bit after the left side turret you will see the outline of a door in a wall, but the door has a solid rock slab in it and a rock in front of it. Jump on the rock then jump to the ledge above the door then jump on the ledge to the left. Now jump onto the building with the sealed door using grenades. Atop the building you will find two dancing elites and the "Envy Skull". Pick up the envy skull and you will be able to use Active Camoflage like the Arbiter.

  • Angry Mode

    When you are the Master Chief trying to recover the index from the Prophet of Truth on the Covenant Holy City go until you reach the first outdoor area with dirt and vegetation. Take a right as you enter this room and run up to the wall past the gravity lift that leads up to the sniper point. Get on top of the wall by going up the dirt mound on your left. Follow the wall until you reach the floating skull called "Angry". This skull makes enemies fire at a faster rate.

  • Famine Skull

    After you get off of the slowly decending elevator in "The Oracle", you will come to a hallway where you see a handful of dead bodies. Continue into the next room, and you will be on the second floor of a room that has windows. When you enter this room, look to the right, and find the third pane of glass. It should be to the right of a wall that has some flood guts splattered on it. Shoot out this window, and either window directly across the room. If you look below you will see a platform that has four tall posts. On the far side of the room there is a column that is right in between the two windows, on the far side of the room. Turn on your active camo, and jump to the center platform. Jump on either of the posts on the far side of the platform and jump to the column between the windows. Make another jump through the window you shot out and make a left. Walk all the way to the end and you'll find four flood elites convulsing on the floor, with the Famine skull in the middle of them. When you have this skull all weapons will have less ammo.
     

  • Mythic Mode

    In "Sacred Icon" there is a semi outdoor area which has the same type of area right next to it. There is a large sentinal in front of each one. Go past this area and down the piston and you'll be in a vary dark and dank flood infested area. There's a stack of 6 or 7 boxes as you enter the room. Use them to jump up to the landing above. There are a handful of alcoves on your right hand side. The skull is in the third alcove, floating above a dead human flood.
     

  • Sputnik Mode

    At the start of "Quarantine Zone" on Legendary difficulty turn directly around, and you should see a tunnel. Head down the tunnel and go straight until you exit it. Go straight across the open area, and you'll come across a broken pipe tunnel on your right. Straight in front of you is a small ledge running across the wall, above the green pit. Carefully get onto that small ledge and walk all the way to the end of the ledge to find the Sputnik skull. In this mode explosion force and melee force is greater.

     

  • Unknown Skull

    At the begining "Armory" wait in the room until the Sarge starts telling you to get into the elevator. You MUST wait for him to say "Would it help if I said please?" When he says this, get into the elevator and go down to the tram. Get on the tram and face towards the INSIDE of the building. Press up against the glass doors towards the inside of the building. You should hold 'X' down, and you should pick up the skull. It's on a stack of green crates, near the end of the tram ride.
     

  • Thunderstorm Mode

    On the level "Cario Station" on legendary, make your way to the "Priority Shift" checkpoint. Progress until the room with mounted plasma turrets, right after the armory with the Elites. Clear out this room, and get on the raised area with the plasma turret that is on the side of the wall where the window curves. Look for two parallel beams on the ledge above. Climb up the supports for these beams and crouch jump up onto the upper ledge, then onto the beams themselves. Walk in the direction you came from and there will be a small ledge sticking out to the left, jump on it and pick up the Thunderstorm Skull from inside the trash container. This turns all Covenants into their spec ops rank.

  • Midship bunny

    On the level Midship, go to the top where the sword spawns. Now walk to the doorway which doesnt have a big roof. Look up and you should see an outline of a bunny!

  • Why am I here? Message in Beaver Creek

    This easter egg is very simple. Go to beaver creek. Run to where the sniper rifle spawns. Jump up on to the ledge in front of you and push all of the rocks down. When you push the big rock down loook at the wall that was behind of it. If you look carefully, you should see "Why am I here?" Scratched in to the wall. (Note: if you can not see it then back away from the wall some and it should look much clearer.)

  • Sign on Zanzibar

    On the beach on Zanzibar, you will see signs that say NO SWIMMING. Well, go to your xbox dashboard, go to the Settings, Clock, and change every number you can to 7 , then pop Halo 2 back into your xbox and load it up. WARNING: Do not sign into XBoxLive, it resets your clock. Now go to Split-Screen and start a game on Zanzibar. Go to the beach and look at the sign, it will mention something is missing, and there is a bloody dog's head.

  • Rex-In outskirts

    First start going torwards the blind skull way but when you go up there take a left instead of a right and jump on the ledge, then crouch jump on top of another ledge (which would be right above the wreckage) then jump on the ledge across the wreckage then continue the pathway intill you reach the area with the sword sticking out of the ground (It's inside a broken rooftop), right next to it is a rock with the word REX written on it.

  • Giant Soccer Ball

    It's on the level "Metropolis" on any difficulty I do believe. Use the same method to get a Banshee through the tunnels as you would if you were getting the Scarab Gun. (See the corresponding cheat for more details)

    Now take your Banshee away from that half-dome thing and fly through the level using the same path you would as if you were walking. Once you get to the highway where the Warthogs are fighting the Ghosts, keep flying straight toward the half-demolished building. Fly into it and go to the bottom level. Behold! A giant soccer ball! It's great fun to mess around with, especially if you have the Scarab gun.

  • Zanibar Computer Screen

    On Zanzibar, after you open the gate the computer screen (used to open the gate) changes. When you zoom in on the words you can read how to fix your computer and some other gags

  • Messages on the bomb

    If you play multiplayer and hide with the bomb, then you probably have noticed this already. If you stand somewhere long enough, the mastercheif will start to toss the bomb up and catch it. Eventually he will examine the bomb, and you can read what it says on the bottom. One message is "goodbye" and another is "xoxoxoxo".

  • The Face of Chris

    On the map Containment, get a sniper rifle and go anywhere where you can see the part of the Halo in the sky that's closest to the Sun Base (the base with orange-yellow glowing buildings). Zoom in with the sniper on the part of the halo that's just below where it begins to get dark. In the clouds you should be able to see the face of Chris Carney (grinning happily), one of Bungie's developers.

     

     

  • Weird Window Reflections on Headlong

    In Headlong, grab a banshee and fly to the part of the level with water. On the same side as the Warthogs spawn, almost at the end of the level itself, there are some windows. Look closely at them, they aren't reflecting the other side of the level, but showing concept art for Halo 2. (A would-be human city at night)

     

    Halo 2 Secrets

    • Changing Split Screen Type

      The multiplayer split screen type is determined by the video settings on the Xbox dashboard. For Horizontal split screen, the Xbox must be in fullscreen mode. For Vertical split screen, the Xbox must be in widescreen mode.

    • Skip Sniper Alley!

      Level: Outskirts
      How To: Once you have killed The first hunter pair at the start of the level walk through the hole in the wall they created. walk through and look around. there should a destroyed wall to the left of you. jump on to it and make your way upward by carrying on jumping upwards, crouch jumping when nessasery. you should eventually reach the roof tops (it may take a while to find and/or reach). from here head toward the left hand side part of the roof tops. you should see part of the destroyed highway that the first pelican flys along once it has picked up the sgt. jump onto this highway and walk across it. at the other side you should see a slope and in the distance the hotel where the next group of marines are pinned down. jump off the hight way and walk up this slope to reach the hotel skipping the sniper alley.

    • Get a Scarab Gun

      This is done on the level Metropolis and is easiest when done on Co-op. When you start out, cross the bridge. Take out every enemy and even your marines. When you're near the end, Cortana will say something about a "Welcome Party". Three Banshees and a few ghosts will appear. Take them all out. Then 2 Wraiths and 2 Banshees will appear. Take out both Wraiths, and only one Banshee. Have Player 1 continue through the tunnel, but have Player 2 stay outside and distract the Banshee. Once Player 1 reaches the area with the circular opening (a Jackal with a Beam rifle is present), take out the Jackal and head back to where Player 2 is.

      Here is the hard part. Get the Banshee to follow both players into the tunnel. Do not board it yet! The first few times it will come at you and fly back out, but stay where you are. It should come back after you. (If it doesn't, go back outside and try again). Eventually, you'll have to get it over two road blocks. Once it is past the second one, have both players stand near the entrance of the room where Player 1 took out the Jackal. It should fly at you and get stuck. Shoot off both of its wings so it can fit thru. Have Player 1 walk slowly in front of the Banshee, making it follow him. Player 2 should be behind it, gently pushing it. Take it to the left and get ready to board it. As soon as you hit the checkpoint, the Elite in the Banshee will disappear. You only have about a second to get in before the Banshee also disappears. Both players should press X quickly. If done right, one of the players will be driving the Banshee!

      Take it outside and directly up. Very high in the sky are two skyscrapers with two bridges connecting them. In the middle of the bridge closest to you, there is something that looks like a plasma rifle. It's actually a Scarab gun! It has infinite ammo, so have fun. Just don't aim at the ground.....

    • Two hidden swords on Halo Delta and a fight to skip.

      On Halo Delta, get to the structure where you can't go any farther with the tank. As you enter into the area, go left up the ramp and then up the little ramp until you come to the large block butted up against the wall. This is where you jump up to get to the Envy Skull (consult for more detail). There is a secret entrance behind this large cube.

      I found the easiest way to move it was with the tank, although grenades do the trick just as well. You can drive the tank up there with a little patience. Aim at the WALL to the left of the stone, The explosion with slowly move the stone out of the way. Once the path is clear, walk up the dark ramp and there will be two dead grunts and two swords. There is also a high ledge in the next room that you can grenade jump up to, and then frag grenade jump up one more level -- allowing you to skip the fight inside the structure.

    • Skip fight around the Delta Halo tower

      After the cutscene with the hologram regret telling you how he will start the ring in Delta Halo, continue until you see a crate. Then jump on it, then onto the legde. walk around until it loads the checkpoint. You will have skiped the battle.

    • skip half of outskirts

      (From the beginning of the level where Master Cheif is alittle dazed) Go straight out the door in front of you that leads to the street. kill the grunts and take out the sheild baring jackels. Head down the street towards the two dead ends. Look on your right and you will see two alley ways that will connect to each other in this little sort of "room" in the alley. Go into that room and look back towards the street. You will see a dirt mound that is in one of the corners. Get on the dirt mound and grenade jump up to the next ledge. Look left you will see another ledge (top of a building) you should be able to jump right up to the ledge ,but probably not on the first try. When you are on the building you can continue jumping from building to building all of the way through sniper alley. Once you reach the building that says "Zanzibar" on it is the point were you cannot get any farther using this way.

      Once you are on the first building walk over to the edge of the building that faces the street. Look right and jump onto the building next to you. Keep working your way back and try to stay as close as you can to that side. You will eventually come to the free part of the level where if you look right you will see a Pelican come. If you had to look fight to see the pelican you are on the left side of the freeway. if you had to look left to see the pelican you are on the right side of the freeway. If you are on the left side of the free way go left until you see a street (on your right side) that is torn up and the end it looks like. Jump off of the freeway into that street and you can walk over the damaged part of the sreet ( a hillish type thing) And that will put you at the building that says "Zanzibar" on it. If you were on the side of the right side of the freeway then crouch jump onto the buildings in front of you. Look on your right you will see a place were the height of the roofs drop and a certain roof is orange and red. If you don't see it go right and alittle bit forward until you find it. jump straight on to the roof. If you jump onto the slanted part an invisible barrier will block you from going up. once you are on the building go up the little slanted area (make sure it is the up hill one) You will see two airvent/airconditioning unit things on the roof jump on one of them and onto the next building. head straightyou will see the building that says "Zanzibar" on it. It is a good idea to kill the covenet below before jumping down. Then it is back to the normal level.

    • Banshee In The Control Room

      To get a Banshee inside the room where you fight Tartarus first get a Banshee. After the Scarab destroys the front door fly inside and go straight up as soon as you enter. It's easy to navigate to the next door, get out of your Banshee and make the door open, then get back in your Banshee and fly through. Once the Brutes come through the next door you can kill them or fly past them, but it is important that you are not in your Banshee when the cut scene starts to make sure it is there when you walk back.

    • Skip Banshee Flight in the level "Arbitor"!

      When you first get to fly the banshee, zoom towards the tower to your right. When you get closer, a nav-point will appear. Go to it and the game will automatically advance to that spot in the story. By doing this, you've skipped the grueling 20 minute-long Banshee flight. On the downside, however, you don't have much of a chance to grab a Fuel Rod Cannon.

    Halo 2 Glitches

    • Skip tough Brute battle before the end boss

      When you are flying around in the Banshee during the final level when you are giving support to your ally. You can skip directly to the final boss sequence if you are still in the Banshee after te door gets blown open. Fly to the right of the control centre building and aim towards the bottom right and if you fly close enough you should get a white screen indicating that you have started the cutscene. When it's over you will be at the final boss without fighting your way to him.

    • Infinte Camo

      After getting the envy skull go through a checkpoint while in active cammo mode. To be safe use "reset to last checkpoint" so you can check if you did it right. Save and quit; then turn off the xbox to remove the envy mode. When you reload your file you will find yourself with unlimited camo.

    • Overloading objects on the map

      It is possible to overload certain objects in many of the Halo 2 Multiplayer Maps. By overloading I mean removing it from the map altogether. You can overload most anything that is not actually connected to the map itself. Please note that it seems that you will need at least 8 others for this to work. The easiest example is in Zanzibar. There is a bridge that you can knock down to easily get to the sword on the large spinning wheel. Knock the bridge down and run to the end where it is squared off. You and all your teammates should bunch up as close as possible in the corner and look straight down at your feet. Make sure everyone is looking down and the bridge should overload and disappear. It will be gone for the remainder of the game/round. You can also use this overloading glitch on Midship(on the floating platform) and Headlong(there are two places in Headlong...the hanging construction beam and the hanging platform right next to the beam....however you may need around 12 others to overload that platform). These are the ones I have seen myself but there may be others in other maps so good luck hunting!!

    • Unlimited Sword Ammo

      You can do this in any two-part Campaign missions (i.e. Outskirts and Metropolis). If you finish the first level of the two-part mission with a sword with no ammo, you'll start the next level with a sword that has unlimited ammo. Though the sword doesn't show up when you arm it, it still makes all of the sound effects and acts exactly like a normal sword.

    • Hold 3 Pistols!

      First Go to a level that you can get three pistols on, such as outskirts. Go pick up a pistol. Then swith to your second weapon and pick up dual weapon, such as two smg's. Go to another pistol and press x to pick it up. Now you have a pistol in you secondary and first slots. Now you can go pick up a third pistol and set it to your left hand(Press Y to do this). Y

     

    Aliens vs. Predator Single Player Hands-onPS3

    The opening of all three species' campaigns played.

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    UK, December 23, 2009 - James Cameron has a lot to answer for. First of all for making me eat my own fists in boredom while I watched Avatar this weekend, and secondly for making Jamie Lee Curtis do that far-from-sexy strip-tease in True Lies. But more pertinently, he's got to answer for the excess of space marines over the past ten years of gaming.

    Elements of Aliens run deep through so many spacebound first person shooters, with its look, aesthetic and cast as much a feature of the genre as hit-points and headshots. You might think that would work against the imminent Aliens vs. Predator, Rebellion's return to the series that made their name some fifteen years ago on the Jaguar.

    After the repeated perfection of the Halo series, the growling gung-ho of Gears of War or the dread-filled Dead Space, it's not going to be easy for any game going up against the growing horde of games born from a love of that epoch-defining film.

    Having seen the opening chapter for all three species in Aliens vs. Predator, it's clear that Rebellion's not going to have too much of a problem distinguishing its game from the crowd. In many ways, this is the game that all those others aspired to be, and Aliens vs. Predator doesn't have to be coy about its influences.

    It's thrilling to hear the click and blip of the motion sensor, the violent ripple of the pulse rifle or the strangled elephant scream of a shotgunned Xenomorph being unapologetically – and expertly – used. For fans of the films – and that's likely every red-blooded male who's laid eyes on it – this is the game that they've been dreaming about.


    All three single player campaigns begin with the same cinematic, showing Charles Bishop Weyland – voiced and modelled on B-Movie legend and Aliens star Lance Henriksen – stumbling upon an ancient temple and triggering a beacon. Soon enough the Predators are on the scene, their ship slip-spacing its way into orbit and triggering a story that's to be told from three distinct perspectives.

    The Marine's tale starts in a dropship in orbit, its hold full of hard-worn soldiers. That Predator craft knocks their descent out of whack, sending the dropship plummeting and kick-starting the story. Following a violent landing the player is left dazzled and incapacitated on the ground, with scenes of struggle and chaos playing out as they slip in and out of consciousness.

    What follows is an extended example of awesome stage direction, as the player comes to and tenderfoots their way around a colony that's bearing the marks of a recent assault. The only companions are fellow Marine Tequilla – a female character who's not dissimilar to Aliens' own Vasquez – who provides assistance via radio link, the persistent blip of the motion tracker and a sole pistol.

    All this is played out under minimal lighting, with shadows being cast long and deep across the complex. It forces players to rely on a flashlight and flares, which are deployable by hitting the left bumper and only illuminate for a limited amount of time. It forces the player to treat every dark corner with suspicion, resulting in an introduction to the game that's dripping with dread.

    For what feels an age there's no sighting of the enemy, with hissing pipes and strobing strip-lights leading to several jumps. When it finally comes the first contact is truly terrifying, the Xenomorph appearing from the shadows and providing the sharpest of shocks.

    Several frantic encounters later and the player finally hooks up with Tequilla – who thankfully has a spare pulse rifle to hand, helping redress the balance in the battles with the Aliens. It's a wonderfully realised piece of kit, the sound of gunfire perfectly replicated from the movies and with a fully operational LED shot counter on its side.

    Someone's day's about to get a whole load worse.

    From there it's through the battered remains of the colony to its recreation complex, home to Club Eden. It's a suitably grimy retreat, complete with a holographic pole dancer and other future noir trimmings. Some of the revellers haven't had the greatest of nights however; a skinned corpse hangs over the dance floor, suggesting that old scorpion face might have been cutting some rug recently.

    It's the Xenomorphs that have taken up residence, however, the upper levels walled with resin secretions. Soon the walls come alive, commencing a siege that sees the player fending off Aliens from every angle.

    Another siege follows soon after, this time behind a barricade set up by a team of fellow Marines. They're soon picked off one by one, leaving the player the frantic sole survivor as they fend off hordes of Aliens. It's tricky stuff – at least for us, our minimal skills deserting us as we died time and time again despite the encouragement of the development team who were watching over our shoulders.

    After finally making a break and finding a working elevator, it's to the sewers for a pursuit that's reminiscent of the final act of Alien 3, with flares again used to light the way as the player scrambles to safety. It's nowhere to be found, however – at the close of the chapter an Alien strikes the player down, dragging them away and leaving us with questions – such as whether the player will take on the role of another Marine for the remaining five chapters - that Rebellion isn't willing to answer just yet.

    Of all three campaigns, it's the Alien that's the most off-the wall. In fact, it's all over the walls, the Xenomorph's ability to cling to any surface the driving mechanic of its missions. Specimen 6 is the focus of the tale, an Alien bred and raised in captivity by the suspicious Weyland Yutani types.
     

     

    Darksiders: Halfway ThroughX-Box 360

    Start the New Year off with a God of War/Legend of Zelda hybrid.

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    December 22, 2009 - Surprising. That's the best way to describe Darksiders halfway through (eight hours in). It's not such a shock that the first game of 2010 appears to be a pretty solid offering. The real surprises come from the game itself. Darksiders does a great job of tossing in new gameplay twists right before the current brand of hack and slash is about to grow stale. There's always something new around the corner.

    You play as a Horseman of the Apocalypse, War, called to Earth to bring about End Times. Psyche! It's not really time for the Apocalypse. Yes, War got hosed, and is quickly stripped of all his wonderful powers. How come all-powerful beings are so easily conned? The only way to find out who set you up is to slash your way through a demonic horde of enemies.

    Things begin as little more than a God of War clone. You start off getting a taste of your full powers, to ensure you know exactly what is being lost. And once you lose those powers, you go about button mashing through a few different enemy types. Oh sure, it's enjoyable, but it's nothing new for the first hour. Just when I am thinking I knew what the next 16 hours were going to be like, it changed.

    Take a private 30-minute tour of Darksiders.
    The Twilight Cathedral, your first major dungeon, is an equal balance of combat and puzzles. Suddenly Darksiders is more like Zelda, right down to the boomerang-like Crossblades. And that's how most areas turn out. You do fight a lot of enemies -- which is good, because you gain experience for your weapons, leveling them up and making them more powerful -- but also solving some puzzles. None of the puzzles will break your brain, at least not in the first half of the game, but it's just one of the nice little wrinkles in gameplay that freshens things up.

    Another of these gameplay surprises is when you hop onto a flying horse and, for five minutes at least, Darksiders becomes Panzer Dragoon. Is it as good as Panzer? No, not at all. But for a few minutes, it acts as a change of pace. You might never get back on a flying horse again, but who cares? You had some fun, earned an Achievement/Trophy and moved on to the next area.

    A lot of developers try and create a story that has twists that capture your attention. Darksiders' story doesn't have those kinds of twists. Instead, developer Vigil Studios put those types of unexpected moments in the gameplay itself. Every hour or so, you get a new piece or gear or a new ability that adds a different layer to the gameplay. Each new piece of gear or ability seems to be tied to one of the dungeons you need to explore.

    The Crossblades, which I mentioned earlier, not only hurts enemies, but is used to progress through dungeons. You can target up to five objects with the Crossblades and it "transfers energy" from one to the next. This means you can target the flames of a torch and then an unlit bomb across the way. Toss the blade and carry the flame to the bomb. Boom -- the bomb blows and the way is cleared. All that's missing is that classic Zelda ditty playing afterwards. You know the one.

    In the Ashlands, you recover your horse, Epona. Err, I mean Ruin. This flaming horse from the Underworld can be called forth anytime you're not in a confined area. Ruin doesn't change the game drastically, but being able to hop on a horse when you want and slash through enemies does offer a welcome alternative to the combat. And since there are a lot of collectibles to go back for (as new gear opens previously locked areas), it's nice to be able to rush through some spots on your horse rather than trudging back on foot.

    Earth Angel, Earth Angel, please be mine...
    Darksiders is the kind of game that really appeals to me. I like collecting stuff. I like mashing buttons. I like riding a horse with flaming hooves. I wasn't expecting so many different little twists along the way, but they've all been very refreshing. It's easy to look at Darksiders' pieces and say, "Well this is from God of War and this is from Zelda." Fair enough. But how often have elements from a bunch of different games been brought together? That's what makes Darksiders special in my eyes.

    It remains to be seen how the second half of the game plays out, but if it continues to build on the promise of the first eight hours, Darksiders will prove to be a good way to start the New Year.