Interesting enough there is no map in the game, the only sense of direction is a bar at the top of the screen that shows the path to the next boss battle. It feels a little bit like an open world game but it ends up being a lot of linear that just kind of connect. Mission/Level Design I enjoy a well designed, linear game and that’s exactly what this is. Once again, those kind of battles are never fun. The first phase has an AOE (Area of effect) attack that you just have to stand in a specific location to avoid (that’s never fun) and then the second phase just turned into a gimmick boss battle where you had to have the boss swallow an explosive. Its a 2 phase battle and I enjoy either phase. In case anyone is wondering, the boss battle I hated was Gluttony. The other one was the final which was just difficult and I had to bang my head against that wall for about an hour. I only got stuck on 2 bosses, 1 of them was because it was a bad boss battle. Lose the first time but learn the patterns and then the second try I would beat them. Almost every single boss battle was the experience, fight the boss. The combat was clearly built with boss battles in mind its executed flawlessly. This is a 15 hour game with 8 boss battles and they all feel unique. Bosses Main absolute favorite aspect of this game is the boss battles. When you die, you lose the souls you have on hand and just like in Dark Souls you have to go to the area you died and reclaim your souls. Then spend attribute points to upgrade your character. You fight enemies, get souls from the enemies you kill and then when you get to the market (Vulgrim) you invest your souls into attribute points. The other it’s Dark Souls comparison is, there are literal souls in the game and it’s how you level up. The system is not built for large groups but rather small groups of enemies or in an ideal scenario, one vs one. What I mean by that isn’t the standard Dark Souls comparison of, it’s a hard game and therefor like Dark Souls. What they ended up doing is making a combat system that is clearly inspired by the Dark Souls franchise. In Darksiders III, its very evident that the developers wanted to switch it up and try something new. The first game is a very hack and slashy, you take on hordes of enemies and take them out with relative ease. Gameplay The biggest change this franchise is the combat, its just a different feeling game now. Often times I would be stumped initially but eventually I was able to figure out the solution. I think there is a good amount of puzzles in the game and they were often times a perfect level of difficulty as well. The game was originally inspired by the Legend of Zelda franchise so it has to have puzzles. Puzzles One of the main staples of this franchise is the puzzles. Unfortunately, after the intro the story becomes all over the place, hard to follow and ultimately not very interesting. In this game, Fury is order by the Charred Council to go fight the 7 deadly sins and that ends up being the premise of the entire game. So at the beginning of the game, you see War chained up which is what occurred in the first game. The interesting concept of the Darksiders franchise is, all the games are occurring simultaneously. Although I have not played Darksiders II, she is definitely much angrier than War who was the main protagonist of the first Darksiders. Fury is the sister of the four and she is definitely the angriest. Or at the very least this franchises version of the four horsemen. Game Genre Third-Person Character Action The core concept of the game is fairly interesting, you play as Fury who is one of the four horsemen. I’m happy I waited, although I do think the game is a good game, it’s definitely not worth $60. Darksiders 3 was one of my most anticipated games of last year but then when the game came and I read some reviews, I decided that I would Darksiders 3 was one of my most anticipated games of last year but then when the game came and I read some reviews, I decided that I would hold off and wait until I could get the game a little cheaper.
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