From the ashes of humanity. Or the franchise.
There are few series that I’ve enjoyed in recent years as much as the (once disappointingly short-lived) Darksiders series. Darksiders was an exceptionally enjoyable combination of great art direction, satisfying visceral combat, and everything I’d ever loved about the Legend of Zelda series. While Darksiders II featured some of the best art direction I’ve seen and some of the best music I’ve heard in a video game, not to mention a loot system and character development mechanics akin to an ARPG. Darksiders III is… somewhat disappointing by comparison.
It’s still an enjoyable experience but is marred by flaws.
Most puzzling of all is how it feels as though many mechanics were never finished. Such as the weapon Enhancements which insinuate that you need to actively use (or switch to) the weapon to get the effect, when every weapon is the whip, and so every effect is always active. Despite the feeling that maybe actual secondary weapons were meant to exist.
The mechanic which allows you to dodge an incoming attack and retaliate with massive damage is one of the few enjoyable elements of combat. Much of the rest of it is a painfully slow exercise in evaluating when best to land a hit with your whip, or the several other variants of your whip which you unlock as the story progresses. In many ways the secondary weapons could be interesting additions to your arsenal. Were it not for the fact that Fury is made out of tissue paper and can easily be killed when she is locked in an attack animation that can’t be cancelled. Not to mention the convoluted mechanics present with Nephilim’s Respite. A consumable which allows you to restore your health that replenishes when you defeat enemies (or purchase refills when visiting Vulgrim). There are ever-increasingly expensive health restoration items, too.
The world design is also oddly inconsistent. There are some environmental hazards that will kill you despite being able to easily jump out of them. While some falls will return you to the place you were before you fell at the cost of a portion of your health (despite visible ground below you suggesting you can fall down). Further to this point, the Hollows, which Fury uses for puzzle solving purposes, often appear in number at any given puzzle. Even when it’s not possible to have one Hollow before another and so the inclusion of a second or third is moot.
It was certainly an ambitious project and I recognise that ambition.
But the execution of that ambition left a lot to be desired. Lest we forget that one boss fight at the beginning of the story which functioned more as a puzzle than a fight. I was hoping those boss fights would not make a return (and they didn’t), but it was still a weird uneven mess of trying to understand how controls work under threat of death.
I don’t like to be inherently negative when I write about things and so this post might seem a little out of place. However, it is, in my opinion, the only way to honestly talk about how I feel about Darksiders III as a continuation of the series. I still believe that it’s worth experiencing for yourself as everyone enjoyed something different about the Darksiders series. It’s also not entirely irredeemable as it has quite an engaging story. It could also be said that this is how Darksiders III is taking the series as a whole in a different direction, and that, while I liked Darksiders II, many people could have felt similarly to those changes. However, I still greatly enjoy the series and look forward to what they do next.
Have a nice week, all!