Home Gaming Lazygamer Exclusive Interview: we chat to Digital Extremes' Sheldon Carter about The Darkness II

Lazygamer Exclusive Interview: we chat to Digital Extremes' Sheldon Carter about The Darkness II

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LG: The first game’s multiplayer was a bit of a mess of missed opportunity. Are you planning on implementing a multiplayer aspect at all?

Sheldon: Ummm, no comment on multiplayer.

LG: The telephones in the subway provided some cool opportunities for Easter eggs. Any plans on implementing something similar?

Sheldon: There are lots of things for gamers to explore. It’s funny because, you know, you haven’t quite seen the demo yet, but one of the metaphorical things we do in the demo is we blow up the subway. While it’s not that same implementation from Darkness 1, there’s definitely that type of stuff for players to explore and find in the world.

LG: The internet is filled with angry, bitter nerds who aren’t able to accommodate change very well. What do you have to say to detractors uneasy about the changes you’re making with the sequel?

Sheldon: I think actually, we feel privileged to be working on this game. We’re fans of it, so anything we’re doing, any of the alterations we’re making won’t get away from what people loved about Darkness 1. We’re just improving the things that we felt could be improved; a good example would be the Darklings. In the first game, the Darklings were a set of gameplay tools that you fiddled around and solved puzzles with. You look at Darkness II and we’ve made the Darkling a real character; someone you care about, someone that has story beats. So all the things we’re doing actually is just making it more of the things that people loved about that game. It’s the same thing with our “Graphic Noire” style: we’re really proud of it and we think it’s getting its roots, its inspiration directly from The Darkness comics that Marc Silvestri made.

LG: Looking back what games do you think have helped define this generation, which ones have inspired you the most?

Sheldon: Whew, that’s a good one. I mean I think for us, that’s probably why we jumped at the opportunity; 2K came to us with Darkness II, and we’re huge fans and felt that it was an under-appreciated game really. So that’s one for sure, obviously – but that’s an easy one for me to say. I guess I’m a huge fan of, from early in the generation, things like the first BioShock. To some degree I see Killzone II as something that goes a little bit that way. Yeah, I mean that’s a hell of a question! It’s a total package you know, I mean you play everything right? So they all have their impact.

LG: As you may know we are a South African based site, have you ever been to SA? Have you ever heard anything interesting about South Africa?

Sheldon: Umm have I? No actually you know what, I’ve never been but I’d love to. We actually have, though, a really interesting South African contingent that is working on the game: our lead AI programmer is a South African – his name is Daniel Brewer.

LG: That is awesome, our local readers will love the fact that there’s some South African tied to the game then. Last question: were you at the IGF Awards last night and what did you think of QCF’s win in the category of Excellence in Design for Desktop Dungeons? Have you played Desktop Dungeons?

Sheldon: I haven’t and I didn’t go to the awards. I was actually doing interviews all night. So it turned out to just be a lot of beer and bed for me! [laughs]

LG: Ah well! Anyway, thanks a lot for your time and I hope the rest of GDC goes well.

Sheldon: No problem, thanks a lot. Take care.


We’d like to thank Sheldon Carter from Digital Extremes for taking the time to chat to us; we know things are crazy-busy at GDC so we really appreciate it. We’d also like to thank Marcus and David Halse from 2K Games as well as Devon Stanton from Megarom who helped organise this whole interview.

Last Updated: March 4, 2011

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