The game is the sequel to The Darkness (2007) and based on the comic book series published by Top Cow Productions.
The player controls Jackie Estacado, a mafia hitman who possesses a mysterious power called "the Darkness" that grants him supernatural abilities and a pair of Demon Arms.
Digital Extremes replaced the first game's developer Starbreeze Studios, though Paul Jenkins returned to write the script for the sequel.
While the main narrative was envisioned to be a personal journey for Jackie, developers described the cooperative multiplayer mode as a "dark comedy".
The development artists hand-painted the majority of the game's assets to create a comic book-influenced visual style.
The game received positive reviews upon release, with critics praising the gameplay, story, pacing, and art style.
Jackie can use various firearms, such as submachine guns, shotguns, and assault rifles, and has the ability to dual wield some of these weapons.
[6][7] At several points, the player can directly control the Darkling, allowing them to squeeze into tight spaces that Jackie cannot enter and execute enemies from behind.
Killing enemies, devouring hearts and performing executions earn the player Essence, which can be used to purchase upgrades at various talent shrines.
[12] The skill tree is divided into four main aspects: Hitman, Execution, Darkness Powers, and Demon Arm.
[13] The Hitman aspect consists of passive upgrades that improve the weapon's reload time and magazine size.
[15] The story involves four hitmen working for Jackie as they attempt to stop the Brotherhood from obtaining the Spear of Destiny.
[16] There is an arcade mode called "Hit List" that allows players to replay certain Vendetta missions and complete challenges.
[17] Jackie Estacado (Brian Bloom) has become head of the Franchetti family, and has learned to suppress the Darkness (Mike Patton), an ancient demonic force in his bloodline.
Swifty is subdued; he explains that a shady group at the Brimstone Club brothel paid him to put the hit on Jackie.
On the roof, the player is given a choice to stay with Jenny in the ward, or reject the asylum and attempt to reach Hell.
[19] According to director Sheldon Carter, Digital Extremes agreed to assume development responsibilities as the team wanted to create a shooter with a large emphasis on the story.
[21] Carter called the narrative a "love story", which he felt "[balanced] the adrenaline of the action",[18] while the first part of the game's three-act plot was about "survival" since Jackie was attacked by an opposing mob.
[25] While the game has a heavy narrative focus, all cutscenes and cinematics can be skipped for players who only want to enjoy the gameplay.
[28] The development artists hand-painted the majority of the game's assets, though this idea was initially met with resistance within the art team due to the huge amount of workload such an approach would create.
[29] The shooting mechanic was refined,[20] and the concept of "quad-wielding", which allows players to engage in combat using both the Demon Arms and duel-wielding weapons, was introduced.
[18] To ensure the game was not too easy, the team disabled Jackie's powers when he is exposed to light and created various enemy types to challenge the player in different ways.
[38][37][39] It was the third best-selling retail game in its week of release in the UK, surpassed by Kingdoms of Amalur: Reckoning and Final Fantasy XIII-2.
While the game focuses on the relationship between Jackie and Jenny, Reparaz noted that the supporting characters were "endearing", and remarked that they were well-written and well-acted.
He stated he liked the combinations of gun-play and Demon Arms gameplay, which he felt turned Jackie into "an unstoppable dynamo of horror".
[45] Rich McCormick from PC Gamer praised the story for being "involving", and that the title "plays with concepts of unreliable narration in a way that only games allow".
[47] Conrad Zimmerman from Destructoid felt the narrative was fairly average, but the game's storytelling was "handled remarkably well".
Daniel Bischoff from Game Revolution called the gun-play "responsive" and the Demon Arms "fun to control".
[42] Dan Whitehead from Eurogamer also praised the Demon Arms and added that it helped "opening up combat possibilities that other shooters can't hope to compete with".