Darkiss! Wrath of the Vampire - Chapter 2: Journey to Hell

by Marco Vallarino

Episode 2 of Darkiss

Web Site

Go to the game's main page

Member Reviews

Number of Reviews: 3
Write a review

1 of 1 people found the following review helpful:
Blasphemin' 2: Hellacious Boogaloo, January 19, 2023
by Andrew Schultz (Chicago)

In Darkiss 2, you're still Martin Voigt, the vampire. You've taken revenge on all the peons. So who's left? Well, the people you're fighting for power in the lowerarchy. The object? Acquire immunity from sunlight, no small task or boon. If all goes well, you'll meet Lilith, your creator and dream woman of sorts. Talk about moving up in the netherworld!

There's no direct violence, but malicious gift-giving fits just right in with a text adventure about bad people, and that's what happens. Oh, and every single room suggests physical, moral or emotional darkness. It's really gothic, but fortunately, it's not goth-kid.

The puzzles are a bit different, too. You have a few powers. You can become different things, such as the fog, a wolf, or a bat. Each has obvious restrictions but also abilities you need to find the very evil relics that you need to kill the very evil people who also like to kill and torture innocent people, though that's where your solidarity ends. Power-sharing and consensus-building aren't their way.

It's about twenty-five rooms all told, and many are just there for one puzzle, so it's not a huge game. And I'm impressed with the variety of puzzles and artifacts. For instance, at the start, there's a mountain, and it's pretty clear you'll have to change form to get to the top. Along the way you learn lore of the next horrible person to summon and how they'll probably kill you unless you're able to fool them. You even resurrect your old love, Sabrina, which is not particularly sappy. It's all part of the business of revenge. There's someone else to manipulate, and I'm impressed with how I was alternately disturbed and engrossed. The climax is a sequence of horrible acts that make perfect sense and tie some loose ends together.

This is all very well done. Part of me was disappointed you didn't use some forms more, or you only really hypnotized (your other power) one person. But I also realize that for this sort of chaos and evil-person-doing-evil-things, there's a point where it becomes too much. So much turns regular stories on its head--Martin finds a sword in a lake, which is like Excalibur except the opposite. And other puzzles are genuinely neat, such as bringing an item I wouldn't touch as a mortal down a mountain. And the NPCs make Darkiss 2 feel a bit fuller--even the brief bit with the vengeful Reverend Bauer left an impression on me, when I both killed him and let him kill me. Other deaths are worth visiting, too.

The story ends with a promise of Darkiss 3, where apparently Professor Anderson may get his revenge. This seems fitting, and I think the change of persepctive would fill in some holes nicely. Martin has been horrible enough, and I'm not sure what's left to do except maybe tackle Beelzebub himself. I'd be interested to see how Professor Anderson navigates Martin's immunity to sunlight, and how Martin plans to seize the day(light). Darkiss 2 doesn't have the obvious laughs Darkiss did, but I found it more involving, and if Darkiss 3, whenever it's published, matches up to either, it'll be worth the wait. The Darkiss games, being in text, have given me a sort of horror I couldn't take in movie form and even given me some surprising new angles on evil, how different types cooperate, and how to fight it.