Darksiders III - Xbox One
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- Play as FURY - a mage who must rely on her whip and magic to restore the balance between good and evil on Earth!
- Harness FURY's magic to unleash her various forms - each granting her access to new weapons, moves and traversal abilities
- Explore an open-ended, living, free-form game world in which FURY moves back and forth between environments to uncover secrets while advancing the story
- Defeat the Seven Deadly Sins and their servants who range from mystical creatures to degenerated beings
- Darksiders signature art style - expansive post-apocalyptic environments that take the player from the heights of heaven to the depths of hell, dilapidated by war and decay and overrun by nature
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Platform For Display: Xbox One | Edition: Standard
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 - to bring balance to the forces that now ravage Earth. Darksiders III is the long-anticipated, third chapter in the critically-acclaimed Darksiders franchise.
Play as Fury - a mage who must rely on her whip and magic to restore the balance between good and evil on Earth!
Harness Fury’s magic to unleash her various forms – each granting her access to new weapons, moves and traversal abilities.
Explore an open-ended, living, free-form game world in which Fury moves back and forth between environments to uncover secrets while advancing the story.
Defeat the Seven Deadly Sins and their servants who range from mystical creatures to degenerated beings.
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Graphically, the game is a step backwards, with bland texture work and some muddy environments. Even on the One X, the game looks sharp, albeit dated and uninspiring. The combat is okay at best, feeling fairly responsive even though certain actions like jumping tend to get queued a bit later than expected which ends up with some cheap deaths. In short, I would say the game is worth it around the 25-30 dollar mark. It is an alright action game but if you're prone to getting frustrated, then I would sadly tell you to pass on this altogether because of the Dark Souls-esc difficulty. The game seems to be created to kill you and to have you learn from your deaths to master certain fights. Victories are rewarding, but usually met with a long sigh of relief since you're always one or two hits away from being killed. Also, fyi, the checkpoint system is pretty awful. You can only respawn at Vulgrim locations, which act as the games shop, such as with previous games, and they are pretty far apart and many deaths will find you having to run for a couple of minutes just to get back to where you left of. If you're a die-hard Darksiders fan, like I said, I personally would wait for a sale, and as much of a fan I am of the series, it's clear to me this one is a flop, and it doesn't stand on it's own from the first two, which were clearly much better.
My son was able to get further than me, but I'm ready to write off this game.
Edit: After a bit more play, I better figured out the mechanics and have been enjoying the game. The combat is all about dodging: If I focus on dodging rather than hitting then I can survive, and get enough shots in on the baddies to kill them. Plus, most/all baddies after the first boss don't have an annoying auto-hit. I have gotten much further on the game, and am finally getting to some of the puzzles that I enjoyed from Darksiders 1 and 2. It has been casually entertaining -- which is exactly what I wanted from the game -- though not as much as the first two.
To open: I played Darksiders 1 & 2, some of the DLC and have read some of the comics. So I'm writing this review based on the fact that this is the 3rd entry in a franchise.
Game Design: Darksiders 3 fits in very well with Darksiders 1 & 2. Given the fact the Darksiders War-mastered Edition and Darksiders 2 Death-finitive Edition are available, I would say Graphical improvements are null and void, not even worth mentioning.
Bane of Darksiders Series: The least care goes into controlling the Camera, which is just a quality of life thing. But like the Darksiders 1 & 2, the Camera needs to be constantly adjusted. The attack pattern of choice for the 4 Horsemen of the Apocalypse is to methodically and systematically dispose of hoards of enemies. The tactic of the enemy is swarm the player. The Camera is of no help in either of those two game staple expectations, & that's how I remember Darksiders 1 & 2.
Game Mechanics: Darksiders 1 & 2 both were both brutally difficult and apparently Darksiders 3 is no different. In combat the player must avoid getting swarmed and game-over happens a lot, but isn't penalized. With War, he played like a Warrior (no surprise) and with Death he played like a Ninja. Fury (by comparison) is neither War nor Death and relies on her Magic for battle and solving puzzles. She is armed with an Arcane Whip (Not a Wand, Staff, nor Crystal Ball) but nonetheless a magical object easy to carry and usable in a fight. Her whip also allows swinging over gaps (but the swing mechanic is only contextually available)
The Magic enhancements are numerous, particularly the elemental magics: Flame, Force (Like magnetism or gravity), Stasis (Like Ice) and Storm (Not just Lightning) all which enhance Fury in Combat, and allow new traversal mechanics based on the element, such as Flame allowing Fury to walk through Lava or Stasis allowing Fury to freeze water and walk over it. Force is the only enhancement that functions like a key to specific doors. The game indicated that all secondary weapons are metamorphosed from the Arcane Whip, based on the selected elemental enhancement, but are leveled up separately (which kinda didn't make sense to me). So far, Fury is the only one of the 4 Horsemen to not use a Gun type weapon. Instead she obtains a throwing blade that can be enhanced with her elemental magic, and it attacks similar to War's Crossblade from Darksiders 1. It flies at its target and bounces to the next, or follows a boomerang arc if no target is selected or out of range.
The Narrative: Like Darksiders 2, the story happens in the same time-frame as Darksiders 1. So the game isn't a sequel in the conventional sense, but is still more of the same story, told from the perspective of the new Protagonist.
Apparently Fury isn't "likable" but Doomguy is. At least, that's what I hear from other reviewers (who didn't play Darksiders 1 or 2, but played Doom 2016). Both Fury and Doomguy are angry, impatient, and specialized in killing demons. So "being nice to people and likable" is on neither of their resumé's. But that's where the similarities end. What I think makes Fury difficult to relate to is 4 things:
1) She isn't human, instead she is Nephilim, the children of Angels and Demons. (This is Darksiders series and NOT Diablo, keep your lores straight) So it makes no sense to judge anything she does as a Human, because she isn't.
2) When they became the 4 Horsemen of the Apocalypse, they were made immortal (eternal but still killable, they still wear armor) and bound to some unique balancing function of the universe ~ ie: War & Death. This can be inferred from Death's knowledge that War was framed for the events in Darksiders 1, Death said so in Darksiders 2 DLC, and Fury said so in Darksiders 3. Forget Famine and Pestilence, this is Darksiders series, (NOT the Bible) so keep your lores straight.
3) To get the job, the 4 Horsemen had to prove their resolve. Their 1st task was to wipe out the rest of the Nephilim. After the end of the Nephilim, Death was the only 1 to regret the committing genocide, because death is his balancing function. The other 3 Horsemen lived so long, they forgot everything except for their balancing function.
* NOT a Spoiler that's the opening of Darksiders 2 and Fury said so in Darksiders 3 when talking about "Rampage" her horse.
4) War, Death, Stryfe (The 4th Horsemen) and (to some extent) Fury throughout all 3 games make it very clear that they maybe powerful, but they are meant to function together (not exactly like Voltron). The name "4 Horsemen of the Apocalypse" is supposed to mean something and runs with the concept that the "Whole is greater than the sum of its parts" philosophy. Fury demands to made the "Leader of the 4 Horsemen" as reward for capturing the Seven Deadly Sins, indicating she is aware of the value of the other Horsemen.
Character Design: Ironically, it's mentioned in game that Fury is the least favored of the 4 Horsemen and that seems to be the same sentiment from hypocritical reviewers as well. So I would give the game points for ingenious writing. As for the heels and whip, Fury is a demon slaying demi-goddess in a post-apocalyptic fantasy game, she can wear whatever she wants. I'm just glad she isn't ever sexualized in the game.
The antagonist(s): The Seven Deadly Sins (7 Powerful Demons) escape from their prison and Fury is sent to capture them. One should question the judgement of any authority that sends the embodiment of "Fury" against a demon that happens to be fueled by "Wrath" and one would be right to pose the question. Fury also indicated as much when she suggested Stryfe would be better suited for the mission *Not a spoiler it's the opening of Darksiders 3. It only makes sense Fury wants a promotion because she clearly has a problem with the management of the 4 Horsemen. 6 of the 7 Deadly Sins offer something to Fury, to which Fury rejects, but learns something in doing so. The exception is Wrath, who considers Fury to be perfect, so he technically has nothing to offer and he says as much in their 2 boss fights. Pride makes a cliché offer, & at that point in game level progression, Fury is too powerful to need anything from Pride. Pride really is just a a proxy for moving the narrative, but if Pride had made that offer to me when I was 40 levels weaker and struggling with fighting 2 enemies in succession, I would have said yes. [SPOILER WARING] Fury unknowingly accepts Envy's offer and unsurprisingly that decision results in betrayal [END SPOILER] The best part of the writing for the antagonists is that: even though demons are expected to be evil and deceptive, when looking at the offers through the view of the human condition, the demons are not wrong. The only problem in the design of the 7 Deadly Sins as demons, is that some were victim of their own vice. In example: the Demon Sloth didn't exactly benefit from others being lazy, he himself was just lazy. Avarice (Greed) was a hoarder. Pride was ashamed of her appearance, but was still confident in her offer. I fundamentally disagree with including "Pride" among the canonical Seven Deadly Sins, as I think it should be called the sin of "Vanity" especially when they give a demon named "Avarice" a hideout called "The Atrium of Greed". Then again demons (after all) are expected to be evil and deceptive, which means the writers' approach is more logical than realistic, so no points lost.
I'm admittedly a fan of the Series, so I'm 80% certain that I'm biased in favor, but I can't give any game in the series a perfect Score, if I'm told it's the same story from different viewpoint. All the games should have been released together. I'm too invested at this point and now I'm just waiting for Darksiders 4