Darkman (NES) Playthrough

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Game:
Darkman (1991)
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Playthrough of Darkman, Ocean's 1991 side-scrolling action-platformer for the NES.

Darkman for the Nintendo Entertainment System, released in 1991 by Ocean Software and developed by Painting by Numbers, is a licensed adaptation of the cult-classic film directed by Sam Raimi. Like its cinematic counterpart, the game follows the story of Peyton Westlake, a brilliant scientist disfigured in a mob attack who becomes the vigilante known as Darkman. Using synthetic skin technology, Westlake crafts masks to impersonate enemies and exact revenge on the criminal syndicate responsible for his fate.

The game is structured across five levels, each divided into multiple stages that blend side-scrolling platforming, rope-swinging segments, and photography-based mini-games. Each mission begins with a photography sequence where Darkman must capture images of his next target. With enough photos, he can craft a mask to impersonate the enemy and access restricted areas, gaining temporary abilities in the process. The levels range from grimy cityscapes and carnivals to skyscraper construction zones, culminating in a final showdown with the villain Durant.

Visually, Darkman uses a stylized 8-bit aesthetic that is functional, if not particularly impressive. Character designs attempt to evoke the gritty feel of the film but often come off as vague or overly blocky. Animations are stiff, and the environments, though varied in theme, lack polish. The soundtrack leans into a Commodore 64-inspired sound palette, echoing the developer’s earlier title, RoboCop 2. However, unlike RoboCop 2, Darkman was developed exclusively for the NES, which brings a slightly more tailored—though still flawed—experience.

Gameplay, while conceptually ambitious, struggles in execution. Platforming controls feel imprecise, with slippery movement, unreliable collision detection, and inconsistent jump mechanics. Combat is simplistic and clunky, often boiling down to awkward exchanges with indistinct feedback. The photography mini-games, though unique in theory, become repetitive and frustrating due to erratic enemy behavior and punishing time constraints. The disguise mechanic, a novel idea tied closely to the film’s narrative, adds thematic depth but is undermined by the game’s tendency to ignore it in practice—enemies will attack even when Darkman is masked.

Despite these issues, Darkman does attempt to break out of the mold of formulaic movie tie-ins. Its varied gameplay structure, narrative integration, and genre-blending ambition make it more than a straightforward action platformer. However, uneven design, control frustrations, and underdeveloped mechanics prevent it from achieving its full potential.