All things considered, it's been a pretty quiet year for new intellectual property.
As development studios the world over suddenly tried to look very important to their publishers by reminding them of all the important gaming franchises they had ownership of, we saw a string of sequels and prequels designed to act as steady, reliable sources of income for an industry not quite as immune to global concerns as perhaps thought. It's easy enough to repackage up a general theme and resell it the second or third time around, provided you don't screw up the basics and can retain your fanbase, chances are you'll at least break even. It's a whole other challenge to create something from scratch.
Darksiders: Wrath of War is a mythological, supernatural action fighting game (with RPG attributes) that follows the story of War, one of the supposed four horsemen of the apocalypse. At the beginning of the narrative, what starts as an otherwise pretty lethal meteor shower on earth steadily becomes worse, as hordes of demons and angels appear in a prelude to the supposed "end of days". As one of the principal combatants, War is swiftly blamed for prematurely kicking it all off. This, understandably, makes him pretty angry, and an angry supernatural entity is hardly much fun at the best of times.