Each perfectly timed dodge is rewarded with a slow-motion flourish and the chance to counter with a powerful arcane attack, and most clashes are built around Fury's ability to weave out of the way of incoming sword slashes and ravenous claws. With no stamina meter to speak of, there's an emphasis on dodging and keeping out of danger that does deviate from Dark Souls' stringent use of energy management. Enemies are fast and hit hard, and are regularly found in groups. It certainly looks the part of a flamboyant action game, but these flashy combos are only really feasible against weaker enemies.ĭarksiders 3 has taken some clear inspiration from Dark Souls, so Fury's low survivability forces you to approach combat in a way that belies its exuberant combos. Button mashing is enough to get you through most encounters, but mixing in slight delays between button presses will allow you to pull off air combos and other similarly stylish moves. Combos are relatively easy to execute, with one button dedicated to primary attacks and another for those aforementioned secondary strikes. Throughout the game you'll acquire Hollows that grant unique secondary weapons-like a lumbering mallet and rapid-fire chains-and open up your traversal options with different elemental effects. Fury wields a bladed whip known as the Barbs of Scorn, which offers both decent range and a satisfying feedback of meaty hits once you're up close and personal in some demonic entity's face. Darksiders 3 is the antithesis of this approach, feeling muddled and unfocused, with an uneven design that trickles down and negatively affects each of its disparate systems.Īfter both War and Death had their fun in Darksiders 3's predecessors, it's now the turn of the perpetually angry Fury, as you take the reins of the third horseman of the apocalypse. Those first two games may have been derivative, but they took concepts and built on them in fun and engaging ways that elevated their strong points. ![]() The Darksiders series has always worn its inspirations on its sleeve, but at least there was a sense of focus and consistent design omnipresent in all of its moving parts. ![]() Yet your fragility and the tough challenge enemies present actively discourage you from approaching combat on the front foot, instead favouring a more methodical approach with an emphasis on tact and evasion. On the one hand, the stylish, effect-laden combos at your disposal point to a game with combat encounters reminiscent of Devil May Cry's kinetic action.
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