Then you've got the full-service, rocket-powered flight sections. There was less of the flying than there was of the running and leaping in the preview code I've played. That was just as well, really.
Flying games give me neck-ache at the best of times. I wasn't helped by the fact that there are poorly-explained, unpredictable special aerial moves to pull off when you're in trouble. My enjoyment also wasn't enhanced by the fact that you can do these weird finishing moves on the flying saucers that come your way. Once you get close enough you'll be prompted to hit [B] (in the 360 version), but from there the quicktime instructions aren't too clear and I found myself hopping annoyingly between sections of the saucer.
Another moan: invisible walls! Seriously, are we not past invisible walls? Especially in games that are getting a big push from their publishers? If you don't want me to go somewhere, don't put a huge great opening there! It's easy! This is a symptom of the general linearity of
Dark Void. I don't mind a game being linear. I've played some great linear games. But don't let me think I can go somewhere then stop me with a magic fairy wall of transparency! And don't put in platforms that I arbitrarily can't boost to because the game's not designed with that in mind!
Dark Void is also a bit scratchy visually. The design's great. It's all retro '30s gear and overpowering vertical geography and mysteriousness. The design's just let down by a severe lack of polish in certain parts of the game – particularly in areas that are clearly meant to be seen from the sky and not close-up.
It's also stupidly dark! I cranked the brightness right up and there were still sections where I was wandering around like someone had squirted seagull-killing oil in my eyes. Still, it's preview code and hopefully the graphical problems will have been hammered out a bit before the final game finds its way into the world.
Final gripe: the enemies take too long to die. They
will die and they're not scarily proficient at killing
you, but it's annoying how many shots you have to put in them before they fall down.
Did a bunch of griping, didn't I? I don't hate
Dark Void or anything – it's got some great ideas and there's definitely fun to be had, particularly in the vertical sections – there are just a few flaws in the execution that at the moment prevent it from being anything special. Here's hoping it gets some good hard tweaking before release.