When I wrote my Darksiders II
review back in 2012, I said I hoped that that game would get THQ back on their
feet. Needless to say, THQ went bankrupt in 2012 and liquidated all of their
assets, leading to massive layoffs while several properties were auctioned off.
The “THQ” trademark would then transfer to Nordic Games, now pronounced “THQ
Nordic”. THQ Nordic was fortunately interested in doing something with THQ’s
properties, which included Darksiders III, developed by Gunfire Games
and released in late 2018. With a new studio at the helm, the franchise was
certainly given new life, but I felt like they somehow kept holding their own
ambitious vision back.
Around the same time as Darksiders
and Darksiders II, Fury, one the Four Horsemen of the Apocalypse, is
summoned by the Charred Counsil. They task her with finding the Seven Deadly
Sins to help maintain the balance between angels and demons. To keep her
focused on her mission, they send a Watcher to accompany her.
Fury has a Watcher to keep her in check. |
While Darksiders III expands
greatly on the lore of the franchise, the story is pretty simple, which makes
the plot easier to follow while still having a proper amount of depth. Fury’s
journey also takes place almost exclusively on post-apocalyptic Earth, which
also builds up the sense of scale of the apocalypse beyond a single small city.
The concept of the Seven Deadly Sins also serves the story, as Fury’s
interactions with them inform her character arc and her emotional discovery.
All of these combined created a narrative that I felt more invested in compared
to prior Darksiders games, especially since the ending implies that
we’re still not quite done yet with the overarching storyline.
Like previous Darksiders games, Darksiders
III borrows from other sources to help craft its own identity. In this
case, the game is a mashup between a Metroidvania and Dark Souls (and
that’s not a label I throw around lightly).
The combat this time is more directly
influenced by the likes of Dark Souls and Bloodborne. Enemies are
much tougher, especially in the early game, and are capable of ganging up on
and killing Fury very quickly if the player isn’t careful. As such, despite
Fury’s nature as more of a hack-and-slash character, defeating enemies requires
a much more methodical approach. Instead of going all out from the get-go, it’s
better to dodge and counterattack as much as possible when faced with
over-leveled opponents. Going all out, however, does feel like a better option
once Fury is strong enough.
Of course, Fury isn’t completely
defenseless. She has a whip blade at her disposal, but her arsenal gradually
grows to include a ranged weapon called Salvation as well as four elemental
Hollow Forms. Each Hollow Form gives Fury new tools to work with, including
unique special abilities and additional weapons that are active while in that
Form, and adds a good amount of strategic depth to different encounters. For
example, the Flame Hollow grants a triple jump and a short-range weapon, in
addition to lava immunity and the power to set oil puddles on fire. Hollow
Forms also have a unique Wrath attack, built up by attacking enemies, such as
the Storm Hollow’s ability to create three mini-tornadoes that follow enemies
and continuously deal damage.
Hollow Forms add depth to combat and exploration. |
Like War and Death before her, Fury also
has access to a unique transformation. Hers is called Havoc Form and is built
up by attacking and killing enemies in the field. Once in Havoc Form, Fury’s
attack power goes up and she continuously regenerates her health. Havoc Form is
naturally best saved for fights against especially tough enemies and bosses,
but it can really come through in a pinch.
Fury's Havoc Form can help out in a pinch. |
Defeating enemies also gives you Soul
Lurchers, a return to the system present in Darksiders with some tweaks.
Yellow Lurchers fill your Wrath gauge and Blue Lurchers act as currency, but
Green Lurchers are now uncommon and refill a Nephilim’s Respite charge instead
of refilling your health directly.
Blue Soul Lurchers are presented to
Vulgrim and can be exchanged for crafting items to help upgrade weapons and
enchantments, as well as various items that can assist Fury on the battlefield.
These Lurchers can also instead be fed to Vulgrim to level up Fury, as opposed
to gaining EXP from enemies, and gain Skill Points that can buff her Health,
Physical damage or Arcane damage. Leveling up helps with getting through
progressively more difficult areas of the game and so resource management plays
a big part, especially in the early stages. It also helps prolong the time
between deaths, which trigger another, decidedly more painful, mechanic from Dark
Souls where you lose all of your Blue Soul Lurchers on death and have to
fight your way back to them from the last checkpoint. Since this can
potentially undo minutes of progress, it’s advised to actively seek out the
scant Vulgrim checkpoints.
Then there are the bosses, which I have
fairly mixed feelings on. The bosses are generally tough, but also fair in that
it’s usually your fault for not timing dodges and counterattacks correctly.
Once you do die, they also get much easier, since they have specific patterns that
aren’t hard to memorize. In a weird way, there’s also a bit of a reverse
difficulty curve, since later bosses tend to have attacks that are very
telegraphed. One of the bosses, however, Gluttony, stands out for all the wrong
reasons. His fight is horrendously designed, with an impossible to dodge
tentacle attack (unless you retreat to a corner), the ability to spew poison
onto the ground with inconsistent frequency and a second phase with a
non-obvious way of defeating him. All of this is also in a very small arena
with barely any room to dodge once there are enough poison puddles around. I’ll
admit that I lowered the difficulty from Balanced (Medium) to Story (Easy) just
for this one fight, and then raised it back up again. I don’t feel very proud
of it, but I wasn’t sure how many resources I’d have to burn through before
continuing the story, so I opted to just get it over with.
Gluttony is difficult for all the wrong reasons. |
The environments that Fury travels
through feature plenty of variety and showcase a deeper dive into Earth
following the apocalypse. You can explore not just the ruins of a major city,
but also the interiors of buildings, including a large museum, and underground
locations like a ruined subway system. It’s here where the Metroidvania
influence comes into play, where certain areas are inaccessible unless you
return later with another Hollow power. This style encourages revisiting
different sections of the game and gives you something to do apart from
grinding enemies for more Soul Lurchers. Fortunately, going back and forth
between areas is rather easy with the use of Vulgrim’s Serpent Holes, the
game’s form of fast travel.
Of course, the Souls influence
continues here, with a vast interconnected world littered with enemies and
traps to avoid. While this world is also pretty linear, there are plenty of
hidden areas and secret passages with unique items that make going off the
beaten path feel rewarding. There are plenty of items to find even in the main
world, but the more valuable ones are usually guarded by even tougher enemies to
compensate.
There are also plenty of increasingly
difficult puzzles strewn throughout the environment, each designed to take
advantage of the abilities you’ve unlocked up to that point. As the puzzles get
more complex, there’s a greater sense of accomplishment for completing them.
The music sting that accompanies successful puzzle completion is also a nice
touch, as I enjoyed hearing it. That said, they’re not without their sore
spots. Some of the puzzles require rapidly swapping Hollow Forms, which you can
get more efficient at with time, but the most annoying involve a series of
Tornado puzzles in the section known as The Scar. Not only do you have to
outrun a Tornado to get to a safe space, you then have to try and use the
tornado’s power to your advantage indoors, all while keeping the Force Hollow
equipped (forgetting this step means instant death). Then, of course, there are
times where you have to freeze rotating spikes in place with the Stasis Hollow,
but they give you just barely enough time to escape with a perfect sprint.
The Tornado presents some of the more difficult puzzles. |
At this point, I want to get into the
controls. They’re not the most intuitive at first, but you get more comfortable
with them the more you play and the button placements do start to make sense.
However, they did also incorporate a Souls element where you’re
committed to your attacks and using an item means waiting for a short animation
to play before it goes through. This is all fine and good in a Souls
game, but not so much for a series that’s clearly meant to operate on more
traditional hack-and-slash logic. There’s a Classic control option, patched in
by the developers two weeks in, which remedies these issues by allowing you to
dodge-cancel any attack and allow items to be used instantaneously. Unless
you’re a huge fan of the Souls logic, I’d say to switch to Classic
controls for a more traditional Darksiders experience.
Also notable is the lack of involvement
from artist and series creator Joe Madureria outside of the design for Fury.
While you can sense the lack of presence while playing, I still felt that
Gunfire Games managed to stay true to the spirit of his style, at least for the
major characters. It helps that when previous established characters show up,
they’re rendered the same way they were before. With the leap to PS4 hardware,
everything also has a certain level of polish that the PS3 wouldn’t have been
able to achieve, which shows in the level of detail on the environments. I will
admit, however, that sometimes the enemies seemed to blend in with their
surroundings, though mostly in the opening section where natural colors are
emphasized.
Unfortunately, I couldn’t fully enjoy
the gameplay experience or fully appreciate the awe from the graphics due to
the game’s various performance issues that still haven’t been ironed out over a
year after launch. In-game cutscenes can have atrocious texture loading, with
full detail only showing up several seconds in; this actually prevented me from
noticing, for instance, how colorful the Lord of Hollows was until the second
time I encountered him in the story. If you move too fast at certain points in
the game, you have to wait a few seconds while the next part of the world loads
in bit by bit before you can continue. For the sake of comparison, when I tried to play Bloodborne, I never encountered this sort of
problem in its own interconnected world. There are also some noticeable
framerate dips when there’s more going on at once, especially in The Scar with
all of the enemies and particle effects the game tries its best to render.
Getting the game to look this good can take a few seconds at times. |
On a more technical note, the size of
the subtitles is particularly bad. I usually turn them on during a game so that
I can still tell what everyone’s saying, but they’re so small that I could
sometimes barely read them from more than a few feet away. I also occasionally
suffered issues with the game’s camera, since it likes to hug Fury’s rear even
when you’re against a wall. It’s also difficult to target enemies unless
they’re onscreen, so trying to perform some crowd control can be more of a
chore than it needs to be.
By far the worst part, however, is the
infrequent but infuriating crashes. Throughout my entire playthrough, I
experienced no less than four crashes, usually at some pivotal point in the
game that would make me redo several minutes of progress once it booted up
again. The most memorable was one in The Scar (notice a pattern?) where I
fought my way through several hordes of tough enemies within a very short time
frame and completed one of the more annoying puzzles of the game. Just as I
finally made it to a passage to advance the game, it crashed, forcing me to
kill everything again. I’m not sure if my hardware, a standard PS4, had
anything to do with this, but it’s worth keeping in mind regardless of
platform.
There are things to like about Darksiders
III, mainly the story and the way it fleshes out the lore, but the various
technical issues and some very poor design choices frequently mar the
experience. I’d still recommend it on the grounds that it’s not really a bad
game and it’ll certainly be important when a proper Darksiders IV
finally rolls around. However, it’s not the strongest entry overall and I wish
it would let me like it more than it did.
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