Prima Games eGuides
primagames.com Browse Redeem a code Help
Darksiders II eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • Maps
      • Map Listing
  • Essentials
    • Exploration and Combat
      • Controls
      • Exploring
      • Combat
      • Leveling Up
      • Equipping Gear
      • Death’s Attributes
    • Skills and Combos
      • Skills
      • Moves and Combos
    • Appendix
      • Legendary Items
      • Secret Chests
      • Boatman Coins
      • Book of the Dead Pages
      • Stonebites
      • Relics
      • Soul Arbiter's Scrolls
      • GnoMAD Gnomes
      • Achievements
  • Walkthrough
    • The Keeper of Secrets
      • The Veil
      • Boss Battle: War’s Shade
    • The Fire of the Mountain
      • Forge Lands
      • Tri-Stone
      • Stonefather’s Vale
      • The Weeping Crag
      • Baneswood
      • East Trail
      • The Charred Pass
      • Passing Through
      • The Cauldron
      • Boss Battle: Gharn
    • Tears of the Mountain
      • Stonefather’s Vale
      • Shadow Gorge
      • The Fjord
      • The Drenchfort
      • Boss Battle: Karkinos
    • To Move a Mountain
      • The Nook
      • The Lost Temple
      • Boss Battle: Construct Hulk
    • Heart of the Mountain
      • The Foundry
      • The First Heart Stone
      • The Second Heart Stone
      • The Third Heart Stone
      • Boss Battle: Corrupted Custodian
    • The Tree of Life
      • Boss Battle: The Guardian
      • The Verdant Hollow
    • The Kingdom of the Dead
      • The Tree of Death
      • Leviathan’s Gorge
      • Breach
      • Breach Exterior
      • The Maw: West Valley
      • Serpent’s Peak
      • Eternal Throne
    • The Toll of Kings
      • Gilded Arena
      • The First Animus Stone
      • The Second Animus Stone
      • The Third Animus Stone
      • Boss Battle: Gnashor
    • Court of Bones I: Phariseer
      • Gilded Arena (Exterior)
      • The Maw
      • Phariseer’s Tomb
      • Boss Battle: Phariseer
    • Court of Bones II: Judicator
      • The Spine
      • Judicator’s Tomb
      • The First Soul
      • The Second Soul
      • Boss Battle: Tormentor
      • The Third Soul
      • Boss Battle: Bone Giant
    • Court of Bones III: Basileus
      • Gilded Arena
      • Psychameron
      • Boss Battle: Basileus and Achidna
    • The City of the Dead
      • The City of the Dead
      • Boss Battle: The Wailing Host
    • The Key to Redemption
      • Lostlight
      • The Crystal Spire
    • The Rod of Arafel
      • Earth
      • Boss Battle: The Noss
    • Stains of Heresy
      • The Ivory Citadel
      • Boss Battle: Jamaerah the Scribe
      • Boss Battle: Archon
    • The Lord of the Black Stone
      • Shadow’s Edge
      • The Black Stone
      • Boss Battle: Samael
    • The Well of Souls
      • Final Boss: Avatar of Chaos
    • Side Quests
      • The Crucible
      • Thane’s Side Quests
      • Muria’s Side Quests
      • Alya’s Side Quest
      • Vulgrim’s Side Quest
      • Blackroot’s Side Quest
      • Oran’s Side Quest
      • Ostegoth’s Side Quest
      • The Chancellor’s Side Quest
      • Nathaniel’s Side Quest
      • Uriel’s Side Quest
    • Side Areas
      • The Weeping Crag
      • Boss Battle: Gorewood
      • The Shattered Forge
      • The Scar
      • Boss Battle: Ghorn
    • Side Quests and Areas
      • Lair of the Deposed King
      • Boss Battle: Argul
      • Sentinel’s Gaze
      • Boneriven
      • Soul Arbiter’s Maze
      • Boss Battle: The Soul Arbiter
  • Extras
    • Behind the Scenes
      • Darksiders II Behind the Scenes
      • Creating Death
    • Behind the Scenes Videos
      • Video Interviews

Darksiders II Guide › Extras › Behind the Scenes

Creating Death

Creating Death

A closer look at Death with Creative Director Joe Madureira

Designing Death was pretty interesting because everyone has these preconceived images of what Death is—the Angel of Death, the horseman called Death, the Grim Reaper—and we had a very specific plan for how this character would be. We wanted him to be a lot different than War, who was a big, tough fighter. With all of the horsemen, we wanted it to be very clear that they are not human. It’s not a guy in a costume. It’s not a human person. You’ll see pieces of bone coming through the skin. He’ll stand a little more hunched, and we see how far we can push it from the direction of playing like a human creature without losing people’s ability to empathize with him and relate to him. He definitely strikes a lot of cool poses, and he’s always hunched over. The way he climbs is a little more like scurrying, and he’s very acrobatic, but in a sort of scary way. We definitely wanted him to be imposing and not just like a hero; not like Batman or Captain America or a traditional hero. It’s almost more like playing a villain. That’s one of the things that I love about Death more than any other character that we’ve done. Our version of Death would be more of an assassin—still a killer, but a different type of killer. You know, light weapons, light armor, and very agile. He can climb walls, and he can do a lot of stuff that War couldn’t do. But we didn’t want to give him a face; we wanted to leave a little mystery. That’s why he has the mask. There are certain things we kept as the character evolved, and we tried different looks. Whenever we took those things away, like the mask or the scythes, it just felt wrong.

When we decided to give Death the mask no matter what, we did realize that in a lot of the cut scenes, because there are so many cut scenes nowadays, that you really rely on expression a lot. Subtle like lip twitches, or eyes narrowing, or whatever it takes to make a snarl. You kind of need a face, and you need facial features, so we were worried that because there’s a mask, it’s all hidden from you. How were we going to convey all this drama? We had to play around with that quite a bit, and I think what we ended up with was really cool, partly due to the fact that Michael Wincott’s voice is just so awesome—he could be behind a paper bag and he would still sound pretty awesome.

In trying to build this very recognizable character that is obviously Death, we were faced with the additional challenge of wanting players to be able to customize them so that my version and your version might look different, and that presented challenges as well. When you start mixing and matching the pieces, they could look strange, and usually when you create an iconic character, you don’t change anything about them. We had to have this character that was iconic within our world and still be able to dress him up however we wanted. We developed these archetypes that never stray too far from that version of death we were trying to create. It still looks like the character, but it has the flavor of a rogue, or as we call it, the wanderer. And we have increments, and they’re just different aspects of the character. In addition to that, we did feel like we were gypping people if they didn’t get to see the Grim Reaper in all his glory, so we do have a Reaper Form that manifests itself in subtle ways throughout the game. Ghostly hands slam a door open in front of Death to let him into a room, or sometimes you actually do turn into him, and he is the robed skeletal nightmare with a giant scythe and everything. It’s more like what people expect, sort of like the idealized version of Death.

All of the horsemen have a pretty awesome steed that they ride. Ruin was War’s mount in the first game, and for Death we created Despair. Not surprisingly, Despair is skeletal, and he’s got this brimstone and—I don’t even know what it is—unholy fire coming off of him. It’s really awesome to summon him and ride around on him. In the first game, Mark Hammel played a character called the Watcher, who basically directed War around the game world. We decided that because we don’t have a guide in this game like we did in the first game, we would give Death a raven companion called Dust. He follows you around and he does act as a guide, but it’s in a more subtle way. He might fly down a hallway or just circle around important areas that you should explore, but he never speaks to you or hits you over the head with knowledge. You just hear him cawing, and he lands on your shoulder. It gives a lot of character to Death, and we felt like whenever we tried to remove it, the overall character wasn’t as cool because this bird wasn’t around, so Dust ended up becoming a pretty important character in this game, as well.

Keep reading with a free account

The first 3 sections of Darksiders II are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousDarksiders II Behind the Scenes NextVideo Interviews