While titular character DeathSpank attempts to convince an orphan girl 
to get into his bag (there's context to this, which I will leave for you
 to discover for yourself in-game), she demands that he find her a cell 
phone. You then have to choose from a bevy of adventure game 
dialogue-style options, one of which expresses confusion with, "What 
does an orphan need a cell phone for?" To which she replies, "To update 
my blog, of course!"
That is the kind of humor that peppers DeathSpank (the game): a sort of deadpan absurdity where pretty much anything -- no
 matter how anachronistic or fourth-wall-breaking -- gets said as 
naturally as we would discuss the time of day. The unflinching delivery 
of some of the most surprising and out-of-left-field (yet flowing and 
not at all awkward) dialogue makes DeathSpank simply one of the funniest
 games to watch and listen to. The script, filled with references and 
quips covering topics from fantasy RPG tropes to the secret history of 
felt to the value of unicorn excrement to even sly references to other 
games, positively shines with classic designer Ron Gilbert's influence. 
The jokes hit on so many topics that something is bound to make you 
chuckle -- multiple times even. Even the diverse color palette, the Animal Crossing-esque
 "on-a-hill" perspective, and the visual gags, along with the voiced 
dialogue, all make DeathSpank a charming standout compared to other 
games of its ilk.
  
These elements elevate what is merely an "okay game" that sometimes 
feels a bit too streamlined. When you're not listening to DeathSpank 
(and his bravado-filled voice that somewhat echoes Ratchet &
 Clank's Captain Qwark, or '90s animated series The Tick) 
banter with various characters, you're having him run around and hit 
baddies for gold and loot in order to finish around 117 quests 
(according to my questlog, which took me around nine hours to clear), 
which then give you better loot to kill baddies with. It's a familiar 
formula, and for the most part, it pulls it off. Heck, you can say that 
it introduces a few positive quirks. Such as how each face button can be
 mapped to a different weapon that DeathSpank easily switches between; 
said weapons are often marked in purple (which means that after filling 
the Justice Meter by killing foes, the next swing of said weapon becomes
 a special attack) and/or green (which indicates that it's better than 
what you're currently wielding); rather than haul your excess loot to 
town, you can instead use a grinder in your inventory to turn items into
 gold.
Unfortunately, these tweaks ultimately make the game feel a bit 
too simple for self-professed "lootwhores." Leveling up gets reduced to 
picking a Hero Card to add to your deck; these confer bonuses such as 
additional speed, damage, or money depending on choice (the closest 
you'll get to character stats), and seem like significant choices early 
on -- until you realize that you pretty much get all the cards by the 
end, and are mostly picking what order to unlock them in. DeathSpank 
himself is fundamentally a melee warrior -- so players who prefer ranged
 or magic characters will have to contend with token crossbows and magic
 items as substitutes for class preference. The "items in green are 
better" system works for the many thematic armor sets (DeathSpank wears 
amusing gear that makes him look like a pharaoh, or a yeti, or more), 
but when juggling four different weapons with distinct properties, that 
simple rubric isn't as effective. I often find myself manually rifling 
through the inventory and comparing all of my weapons to min-max my 
offense -- a tooltip (or four) that lets me quickly compare items would 
have been welcome. 
There don't seem to be randomized items, so while there's a 
decent number of items, and their written descriptions are funny, you 
realize that your gear boils down to: a straightforward weapon with a 
funny description (un-enchanted swords, axes, scythes, etc), a lightning
 wand, a fire axe, an ice hammer, a poison club, a big hammer, a 
spinning sword, and a giant fist -- there just isn't as much of an 
element of surprise or randomness to the offensive gear. And despite 
elements like the combo meter or the Runestones (where using certain 
weapon pairs yields even spiffier attacks), the combat mostly boils down
 to either kiting/hit-and-run attacks, or wading into battle while 
drinking a lot of potions and blocking.


 
	 
                














