There are areas that you can run off and search for upgrade materials here and there, but the game is incredibly linear. This helps prevent you from stumbling into the wrong area too early, as you hunt each sin one by one, but it takes all of the exploration out of the world. After each sin has fallen, a new skull pops up to lead you to the next one. The story has you hunting down the Seven Deadly Sins for the Charred Council (the underlying top dogs and kind of bad guys throughout the entire series so far). There is no longer a map at all, no mini map, no objective marker beyond a skull on your compass directing you toward the next foe. Fury just has one setting all game, and horribly cheesy dialogue delivered with a mouthful of gravel does nothing to mitigate that.ĭarksiders III also made some serious gameplay changes, namely in how you explore the world around you. This is not true, Joel in The Last of Us, Dom in Gears of War, Aloy in Horizon Zero Dawn, all of these characters manage to find balance on that spectrum. Don’t get me wrong, a LOT of games can’t seem to master this, where they feel like a character has to be completely devoid of emotion or depth to be “badass”. On one side, there is “Badass protagonist, slaying demons and getting things done” and on the other side there is “Real character with believable dialogue and voice lines that help you relate to them” and Fury broke the meter shooting off the chart on the first side. She goes through character changes and follows her own arc, but it just feels like there was a spectrum. I doubt that quote is going to make in on the box, but it holds out as my biggest complaint throughout the entire 13 or so hours it took me to beat the game. I get it, her name is “Fury”, so she should be mad or whatever, but she has the emotional range of a dead goldfish. She is drier, angrier and way more boring than her brother. Once Fury is introduced, it is immediately apparent the writers played the first game, thought War was the greatest thing ever and decided to double down on Fury. Darksiders built this universe, Darksiders II greatly expanded it and Darksiders III expects you to already know what is going on. The game opens up with some comic book-esque cinematics touching on the horsemen and why they are around, but without a knowledge of the first two games, new players will find themselves understandably lost. She is the sister of the three others, War, Death and Strife, who had not yet been formally introduced. This series was going places, and once it was announced that Gunfire Games and the new THQ Nordic were continuing on and releasing III, I was beyond ecstatic.ĭarksiders III introduces us to the third horseman (horsewoman?) Fury. Death was a worthy and interesting protagonist, with more character than his dry and angry brother War. Third person dungeon crawling with the satisfying combat of the first and upgradeable gear and in depth skill trees all worked to propel the second game far past the first. Darksiders II came on the scene a few years later with a bang, taking the formula that made the first game successful and expanding on it with some great RPG and loot grabbing elements. The Biblical adjacent take on the apocalypse and use of the four horsemen only heightened the interest in seeing where this series went. The Zelda-esque puzzles, dungeons and environments coupled with some over the top gratuitous violence and combat made for a truly unique and interesting game. The first Darksiders introduced War as the first of the four horsemen of the apocalypse, clearly setting the stage for at least a 4 game series. After Vigil and THQ were shut down/sold off I had very little hope for a continuation of this niche but exciting series. First, let’s talk about how exciting it is to have a new Darksiders game at all.
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