- Summary: Return to an apocalyptic Earth in Darksiders III, a hack-n-slash Action Adventure where players assume the role of FURY in her quest to hunt down and dispose of the Seven Deadly Sins. The most unpredictable and enigmatic of the Four Horsemen, FURY must succeed where many have failed - toReturn to an apocalyptic Earth in Darksiders III, a hack-n-slash Action Adventure where players assume the role of FURY in her quest to hunt down and dispose of the Seven Deadly Sins. The most unpredictable and enigmatic of the Four Horsemen, FURY must succeed where many have failed - to bring balance to the forces that now ravage Earth. Darksiders III is the long-anticipated, third chapter in the critically-acclaimed Darksiders franchise.… Expand
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Darksiders 3 Gameplay Shows How Much Like Dark Souls The Series Has Become
Nov 26, 2018A mostly uninspired action-adventure, but very enjoyable nonetheless. Combat and exploration deliver good, old-school fun and the levels are brimming with secrets. However, the story turns out rather shallow and most of the collectables and upgrades are not nearly as motivating as in the first Darksiders game. But if you are a fan of the series and keep your expectations in check, by all means, go for it.
Jan 22, 2019There’s precious little to elevate Darksiders 3 to the level of the previous two games, let alone its peers in 2018. It’s a game that offers few surprises, few challenges, and few moments of greatness. What it does, it does to a satisfactory level and never kicks on from there. But there’s something about Darksiders 3 that still sort of works though. It’s a B-tier production, without a shadow of a doubt, but it’s the sort of thing that doesn’t actually come along all that often these days. Fans of the series will no doubt get a kick out of the continuing story and there’s just enough here to help Darksiders 3 stand out and make for an entertaining playthrough.
LEVEL (Czech Republic)Jan 10, 2019Another evidence that not everyone is capable of parasitizing on Dark Souls. Boring, poor and uninteresting game that is rescued from the very bottom only by quite successful environmental puzzles and one good bossfight. [Issue#292]
Nov 27, 20186 Years. Not many series' I can think of can go full Schrodinger's Cat for 6 years and come back in true form, and I'm pleased to say that6 Years. Not many series' I can think of can go full Schrodinger's Cat for 6 years and come back in true form, and I'm pleased to say that Darksiders is back. I can't even deny that I was nervous about it. I've stayed reserved since the announcement, but seeing that my doubts seem to be unfounded thus far. While I've heard reviews on Steam and other sites regarding "bad optimization", it's really not that bad. I'm running a 6700k @ 4.2, a 980, and 16 gigs of RAM, and I've experienced one frame drop so far during the first boss fight, which is great because it defaulted to maxed out settings. Secondly you hear a lot about "hurr durr dark souls clone". Does it have some things in common with Dark Souls? Yes, like having a healing item that functions similarly to the Estus flasks we all know and love, but to me the similarities end there. I have had some difficulty with it so far, but that might because I set the difficulty to Apocalyptic instead of Normal, having played through the first 2 games a fair bit.
While it's different from previous entries, like how Darksiders 2 was different than the first game, it is assuredly still Darksiders. Same satisfying hack, slash, dodge combat, now with an attribute system, while retaining upgrades for weapons (Slottable enhancements, and you can talk to the Maker you meet shortly after the first boss to upgrade)… Expand
Nov 27, 2018This is one of my favourite franchise! I was waiting for this game since i passed the second part and i wanna say that that's very goodThis is one of my favourite franchise! I was waiting for this game since i passed the second part and i wanna say that that's very good restart of the series.… Expand
Dec 15, 2018Good enough game, I played in difficult mode, i found it challenging and fun. I enjoyed it. It is low budget and needs a lot of improvements,Good enough game, I played in difficult mode, i found it challenging and fun. I enjoyed it. It is low budget and needs a lot of improvements, but it is playable and if you are a fan, worth.
-Music is great in some moments.
-I liked character and stage design. Not an open world (yes, that is a pro for me in this case). There is no map, made me enjoy exploration and memorisation. There are two or three puzzles that will make you think you are dumb. But when you manage solve it, oh man, that is satisfactory.
-No combos (bad). That could be better, but the other two games were almost the same in this aspect.
-Mechanics are simple. But I liked not finding useless garbage in each corner. There are a few items and all are usefull.
-Story was just okay, has a couple of surprises.
I am waiting with interest for the next chapter. With a little more funds, It only could go better.… Expand
Dec 30, 2018Hardcore review.
Good art and sound. Level design and story is basic, but if you have good gameplay mechanics, that's forgivable...Hardcore review.
Good art and sound. Level design and story is basic, but if you have good gameplay mechanics, that's forgivable...
That's the problem - Darksiders III's combat mechanics are fundamentally broken.
My background in similar games, briefly - Finished Dark Souls I, II, & III three times each. Finished Nioh's campaign +3. Played Monster Hunter World 200+ hours. Witcher 3 twice. AC Origins and Odyssey once each. DMC 3 multiple times, DmC twice, and DMC 4 multiple times. I know what makes and breaks games like these. And no, this is not simply an issue of GITTING GUD.
Darksiders III wants to be Dark Souls, but it doesn't understand how to make a very hard game very fun.
Dueling and studying opponents. DSouls is all about dueling and studying enemies. It's all about learning your opponent's moves, circling each other, patiently waiting for an opportunity to strike. DSouls is decidedly slower. There's ample time to react. While the animations and sounds are rather visceral, damage is reasonable such that you can survive long enough to learn a thing or two about your opponent before dying. There are multiple ways to mitigate or even outright deny damage (dodge, parry, block). DSouls gets all the aforementioned elements right. But DSiders gets all these elements horribly wrong.
Let's break it down. First, too many DSider enemies cannot be lured away from their friends. This means you're constantly fighting multiple opponents at once. That would be fine, if you had the tools to properly deal with them. You don't. Next, damage. Moderately sized enemies can absolutely CHUNK your health bar, and kill you in 3-4 hits. Next, the stagger system. Fury (your character) will stagger against all attacks. It is entirely possible to be stun-locked for 2-3 seconds and die outright. One way to mitigate frustration over staggering in games is to implement a knock-back system (DMC, MHW, WIII, AC:O, etc.), where if the player takes a particularly powerful hit or too much damage in a short time, the player flies backward, with some i-frames. This helps kind of reset the battlefield, giving you a second to recollect yourself. There is no knockback system in place in DSiders, which seems like a really basic thing to add to a game where you're constantly facing high-damage mobs. Next, lacking tools to manage mobs. For example, Odyssey gives you CC abilities to help manage the battlefield. DMC allows you to juggle your opponents in the air to allow you to deal damage to a single target while keeping safe from most enemies. DSiders offers no inventive and fun ways to manage mobs. You have your basic combos, and power moves...and that's it. Next, mob attack cycles. In DSiders enemies seem to be programmed to attack as often as possible, and also when you attack them (I've tested this second behavior thoroughly). On paper this doesn't sound so bad, but when you factor in the damage levels, the stagger system, and the lack of player tools, what you have is a frustrating stunlock mess. A game that handled this well is Nier: Automata. Enemies could attack you whenever they want, BUT there was a red flash in their eyes indicating it was time for you to dodge. At first this seems like hand-holding, but when you factor in the sheer number of enemies on-screen, attack-warnings are only fair. DSiders has no attack-warnings. Next, attack speed. Enemies attack FAST in this game. To make matters worse, the same enemy will have 2-3 different combos with different wind-up times. DSiders should have taken a page from Nier if they wanted attack speeds to be this unforgiving. Otherwise, they should have mimicked DSouls attack speeds, specially since you are swarmed more often in DSiders. Next, the nerfed dodge mechanic. DSiders II dodge was too powerful; it was 3 successive short leaps. This time they nerfed it to the ground, making it a single dash, with a LONG recovery time between dashes. This does not at all synergize with how often mobs attack. Next, perfect evade reward. In Nier, perfect evade = a free attack on enemies. In DSiders, you can get hit during the free attack, leaving you with literally NO OPTIONS to attack safely.
Taking each element individually, it all seems fine...but when you put it all together you get the mechanical mess that is Darksiders III. All in all the game gives you very, very little opportunity to study your opponents per life. A full health bar is 3-4 hits, and each potion gives you 1-2 hits of HP back. All in all you can take about ~8 hits total before dying. Remember that getting stunlocked is commonplace in this game, so one hit can easily lead to another 3-4 hits in succession. You die very often, and learn so very little per death. Even after learning so much, you realize so much of the game is very random because of how you and the mobs work. Victory is less about mastery, and more about luck. Luck-reliance is a sign of a VERY bad game.
Stay away. RIP Darksiders franchise.… Expand
Oct 15, 2019Whoever designed this game: you need to take game design classes.
I don't think it's anything big or major that is wrong, but one billionWhoever designed this game: you need to take game design classes.
I don't think it's anything big or major that is wrong, but one billion small things aren't adjusted quite right. I think you're trying to make a soulslike game except you don't understand it.
Small things like the rules for using an item is SUPER inconsistent. Sometimes it just completely ignores your request to do so and sometimes I can't even believe you can use items in such a situation.
Small things like enemy lock-on lunge when they attack. They have some sort of homing thing when they attack, as if you couldn't design the attack themselves to work properly you had to home it in. Problem with that is that it's not position dodgable, it's only dodge-button dodge-able. That literally reduces the complexity of not getting hit to a single button press.
Small things like switching hollows not being instant, so you can't chain them in cool ways. I was excited to chain things together then found that you can't because it just doesn't work.
Small things like enemies that just keep kiting you, as if they're designed for Halo 5. You're not master chief, don't design enemies for Master Chief's weapons and abilities, design enemies for Fury's weapons and abilities because Fury is what you are playing in Darksiders III and not Master Chief.
Small things like every attack is literally the same just keep pressing X. Poor reward for landing big charge attacks, do why bother? The whip is SUPER inconsistent. I think someone should make a pop quiz who-wants-to-be-a-millionaire game on every scenario where the contestant tries to guess whether the whip will hit YES / NO in a number of situations. It will be a super fun game because whether the whip will connect at any given situation is COMPLETE NONSENSE.
Other small things like ledge grab being WAY too slow for a game like this, and worst of all, enemies can attack you while you ledge grab, and you ledge grab pull up SOOO LOWWWW that enemies can attack twice to 3 times while you're grabbing up, so that you actually try NOT to ledge grab by using fire charge upwards to workaround it.
More small things like HORRIBLY inconsistent crowd combat. Dark Souls with always works a consistent way every weapon in crowd combat. This game forces you to just-frame dodge, but every just-frame counter only hits 1 enemy, leaving you open to the surrounding crowd. Why isn't there a HORIZONTAL whip just counter move????
I could go on and on and on and on and on. I think game design is all the small things. I would recommend taking classes. Yes you, whoever designed the game. Go and learn.… Expand