11/20/2022 0 Comments Darksiders 3 ps4Frame rate is solid most of the time, but texture pop-in and stuttering are extremely prevalent in the larger areas which can make precision combat more frustrating than it needs to be. It’s also worth mentioning that PC performance is rickety at release. It’s neat, but only if you force yourself to play by its rules instead of fast-traveling to the few hubs worth revisiting. You have to go looking for collectibles, most of which just provide more Souls for leveling, if you want to really take advantage of Fury’s powers.Īnd seeing as those extremely optional collectibles are the only reason to double back and explore old areas? This incredible feat of level design is mostly underutilized as well. Puzzle solving is a secondary concern at best, and those few that exist are rarely part of the main story path. What you’re left with though is a Darksiders game that’s mostly focused on combat, despite its protagonist being the least fit for fighting out of the three we’ve seen. As with the story, I struggle to say it’s bad. You get the barest hint of how genius these traversal options are and an idea how fiendish the puzzles could be when all four work together. Darksiders III, it honestly feels like it finally starts to find its groove and then the credits roll. Most games these days drag on and on and on. Regardless, the result is one of the few times lately where I’ve felt an experience is too short. If nothing else, that absence indicates to me some sizable cuts were made, maybe from the latter half. There’s an entire piece of the story missing, a major choice about two-thirds through that never resolves. Then an hour later the game’s over.Ĭlocking in at 12 to 15 hours, I have to imagine Darksiders III was constrained by its budget. The problem? It takes until late in the game, once you’ve unlocked all the traversal powers, to start taking advantage of this design in smart ways-using your “Force” form to rotate a tower, then freezing it in place to line up a jump to the next platform, then triple-jumping up to the next, and so on. It feels like what the original Darksiders would’ve done, had it not been constrained by technology at the time. You’re constantly making your way through lengthy dungeon-crawl sections, popping out the other side, and somehow realizing you’re back where you were two hours ago-only now there’s a shortcut. You know that feeling when you open an unassuming door or trigger an elevator in Dark Souls and you’re like “Oh wow, I’m back here?” Darksiders III loves that feeling. Darksiders III combines the traversal powers of its predecessors with the intertwined level design of a Metroid or more recently a Dark Souls. The two inspirations meet in the environment. My favorite of the latter is Sloth, a massive bug who sits on a throne carried by smaller bugs. Combat in Darksiders III is faster-paced, but you’re fragile and have to rely on dodging a lot, especially against the Seven Deadly Sins with their creative boss designs. Dying makes you spawn back at the nearest safe-spot, there to try and return to the point of your death and regain your Souls. You collect Souls from your enemies to level up. Maybe the team was afraid to say that because “It’s like Dark Souls” is so played out now, but it’s true. The more prominent inspiration is Dark Souls. You do unlock new powers over the course of the game, allowing you to hover, triple-jump, attach to magnetic walls, walk through flames, freeze water, and so on. In the lead-up to Darksiders III, Gunfire continuously cited Metroid as an inspiration.
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