The puzzles are few and far between and aren’t overly complex. Think of it more like Breath of the Wild than Ocarina of Time.
Darksiders 3 review series#
Rather than having to complete a series of self-contained dungeons that have bosses waiting at the end, Darksiders 3 breaks from this formula a bit by offering smaller puzzle elements sprinkled throughout the world as you search to find each Sin. In Darksiders 3, the puzzles have been integrated more naturally into the world than in the previous games, which can be seen as a good or bad thing depending on what draws you to the franchise in the first place. Escaping the dungeonĮnvironmental puzzles have historically been part of the core Darksiders formula. There’s no map to follow the only thing guiding your path is a compass at the top that steers you in the general direction of the next available Sin, though this does little in terms of helping you find obscure openings and passages to new regions when all other avenues are inaccessible. The distinct features and color schemes of different regions can help you keep track of where you are, though sometimes you may find yourself a bit turned around, especially given the verticality of the world. While you are given the freedom to roam about and forge your own path for the most part, the pacing of your exploration is controlled by various barriers that can only be cleared once you have obtained certain abilities, encouraging you to return to previously explored areas to open new paths.
The interwoven world design of Darksiders 3 is heavily reminiscent of the first Dark Souls, and it would be difficult to believe that the developers didn’t draw some inspiration from the Souls series in this regard. The developers have opted for a more Metroidvania-inspired world layout this time around, as opposed to the hub-and-spoke model used in the first game or the expansive open world of the second. For example, Sloth’s domain is littered with egg casings and hostile, bug-like creatures that reflect Sloth’s insectoid appearance. Each region is distinguished by certain features that typically reflect the type of Sin who is lurking in the area. In the case of Darksiders 3, there seems to be some clear inspiration drawn from the Dark Souls series, particularly in terms of its world design and exploration.ĭarksiders 3 features a dense map where distinct regions are woven and intertwined with one another, with cubbyholes and passageways connecting one area with the next. The Darksiders games have been known to feature various gameplay mechanics and design elements that were inspired by other games, such as Zelda or God of War. Not to be deterred from her objective, Fury sets out to complete the task set forth by the Charred Council, subtly hoping to earn the role of leader of the four horsemen. From the very start of her journey, Fury is warned of the possibility that forces are conspiring against her and her brothers. Fury’s brother, War, is charged with prematurely initiating the apocalypse, and is still serving his century-long prison sentence at the start of the third game.įury is tasked with eliminating each of the Seven Deadly Sins, who have taken on physical forms and settled down in various regions on Earth. The game takes place after the forces of heaven and hell clashed on Earth in a world-ending battle for dominance. In Darksiders 3, players don the high heels of Fury, a horseman of the apocalypse who is known for her sassy, brazen attitude and sheer confidence in her own capabilities.
It’s been nearly six years since Darksiders 2, and now that the third entry in the trilogy is here, many are eager to find out if it lives up to the high expectations set by fans of the puzzle-laden, post-apocalyptic hack-and-slash adventure.
Gunfire Games, a team composed mainly of ex-Vigil Games developers who worked on the first two Darksiders games, have resurrected the franchise to bring us the long-awaited third installment in the series, Darksiders 3.