![]() ![]() Comparing something to Dark Souls is always a bit tenuous - it's a high bar for any game to emulate well, and Darksiders III falls a bit short, perhaps expectedly. Gone are the delineated dungeons of Darksiders, and instead we have six regions, each with various bosses and pathways, intertwined into one mostly seamless world. The most striking of these changes is the world design itself. Bosses now have named health bars that go across the whole bottom on the screen, and so on. Weapons are upgraded using slivers of materials, followed by fragments, pieces, and finally chunks. Upon death, you'll leave behind all your souls to be picked up after you respawn next. Many of these items are bundles of souls that can be used to add to your current amount. Items are all glowing orbs on the ground, often in corpses, to be revealed only upon being picked up. Enemies all drop souls which act as the game's currency and can be also traded in as experience. Each area has red-eyed enemies dotted around in nooks and crannies guarding valuable items, and they don't respawn. ![]() Items are used by crushing them in your hand. For instance, your primary healing item is a refillable relic whose number of charges and potency of healing can be increased by finding upgrades for it. Before eyes start to roll back into sockets at the comparison, it should be emphasized that the number of borrowed ideas from games like Demon's and Dark Souls makes avoiding mentioning the resemblance pretty much impossible:ĭarksiders III's obvious inspiration is incredibly evident. ![]() To say it straight out, Darksiders III borrows a lot from the Souls series, and it isn't ashamed about it. It's important to reflect on the progression of such mechanics in the original two games, because perhaps unsurprisingly, Darksiders III changes things up again. However, the general progression and dungeon structure remained largely the same. The combat also borrowed heavily from games like God of War - the original, that is. Darksiders II holds onto many of the same ideas in broad strokes, but removes many of the linear Zelda-style upgrades with a randomized and color-tiered loot and gear system, more reminiscent of Diablo. Darksiders was an obvious Zelda-like, complete with bespoke dungeon areas with maps and compasses, along with a unique boss and weapon in each. Fury meets up with a few familiar and several new faces of the original game, and the setup seems very diversionary right from the outset, but it's enough motivation to start seeking out some truths behind the war between Heaven and Hell.ĭarksiders as a series is a weird one, because many components that would be shared traits in any other series are somewhat more distinct in each entry here. Between the prologue and main portion of War's adventure in the first game, Fury is sent off by the Charred Council to gather up the Seven Deadly Sins, who had freed themselves from captivity upon the events that had taken place. The next horseman in the saddle is Fury, the short-fused sister of War, Death, and Strife. However, out of the ashes of THQ's messy bankruptcy rose THQ Nordic and Gunfire Games, who after releasing the absurdly named Deathinitive Edition for Darksiders II, went right to work on another title in the series.ĭarksiders III is a parallel sequel to the original game, somewhat similar to II before it. The seemingly short-lived Darksiders series last saw a new entry all the way back in 2012 with Darksiders II, but Vigil Games went defunct the next year, putting the future of the series in murky waters for several years. Darksiders III feels late to the party in many ways. ![]()
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