Here we see Fury, an apocalyptic rider, clashing with Wrath, one of the seven deadly sins she is responsible for shipping as a Gunfire Games star. Darksiders 3. It looks like an epic battle is about to unfold. Not really.
It may be just his nature, but Wrath is not very good at tactics. After an elaborate opening battle against Envy's sin, supplemented by mid-stage platform challenges, I was expecting more from the big guy. But no, the massive personification of extreme anger with his armor rockets his weapon in a predictable way, allowing Fury to easily avoid his blows and win the battle.
Or at least I think she's won. After destroying Wrath's health, the game was turned into a cinematic showing Fury shot. Anger is nowhere to be seen. A new character, the powerful lord of the relics, appears, granting Fury a new fiery weapon.
According to Darksiders Wiki, my copy of the PC game has somehow ignored the end of the fight against Wrath. I'm not going to ruin what's going on, but it's much more dramatic than I've ever experienced.
Something exciting is happening, something that may have caused me to worry about the largely unsympathetic protagonist of the game. In the original version DarksidersThe war was trying to find out who had started the early apocalypse. In Darksiders IIDeath tried to cleanse his brother's name and resurrect humanity. Darksiders 3The motivation of the main character is the promise to become the leader of the Four Riders after defeating the Seven Deadlies.
With the help of a blade whip that seems to have been removed from the hands of SoulCaliburIvy Valentine, Wrath slips into an apocalyptic landscape in ruins. The game opens in a ruined cityscape reminiscent of the first game in the series. Demons wander aimlessly among the rusty vehicles and the streets stifled by plants.
This is a promising setting, but these strangled streets are soon giving way to more classic fantastic dishes. Under the asphalt are blue caves, tunnel catacombs and a quantity of free flowing lava that can only be explained by a progressive convergence of hell and earth. It's more a collection of larger areas connected by tunnels and lanes than an open world, but that's fine. I am the type of player who needs a bit of guidance and who is freezing over the infinite possibilities of a Breath of nature Hyrule or Red Dead Redemption 2is old west.
Has the world been built in a more sensible way, crossing the ruins of Darksiders 3 perhaps a joy, but the design and artistic direction of the game continue to hinder. It is easy to get lost when the caves are similar to other caverns. It is difficult to distinguish an urban landscape covered with foliage strewn with cars and demons abandoned one after the other.
When Fury gains new weapons, she gains new abilities. The gun allows him to survive in the lava and perform what looks like a rocket jump, thus opening up new exploration prospects. The camera of the game does not do very well to show the player when there is a rim higher in a room that they could reach with said rocket jump. There is a lot of backtracking and camera manipulation to find its way.
And then there are all these pesky demons. This game is stuffed with them. Insects demons. Fire demons. Little child demons. Skeletons, bone demons. Sometimes they attack Fury solo, which gives a chance to the basic combat system of the combo style game. She slips and hangs and throws them in the air. If she dodges at the right moment, she can counter with a mysterious coup. It's a nice feeling. But most often, demons attack in groups, which means that Fury must swing wildly while dodging.
It's like Darksiders 3 is actively fighting my pleasure, constantly countering the things I enjoy in the sport. I like the design of Fury, a powerful woman in practical armor, but until now, there is nothing to like about her personality or her motives. I love the global configuration of the game environment, but I hate to lose myself because of the same landscape. And when I start feeling the rhythm of Fury's raging combat maneuvers, a bigger enemy shows up, forcing me to return to a Dark souls-ish to go back and forth to dodge and parry. Dammit, Darksiders 3, let me be loved.
I played seven hours of Darksiders 3. Right now, I'm walking around the world, trying to find the next Deadly Sin to fight using the rudimentary radar of Deadly Sin, a skull at the top of the screen meant to point the way. I've been lost for an hour, but I think I finally found a part of the ruined city I'd never been to before.
I enjoyed my experience of war and death in the first two games. I would love to see the people of Gunfire Games, a team containing a lot of originals Darksiders Developers of the show's creator, Joe Madureira's Vigil Games, tackle a game featuring Strife, the ultimate apocalyptic rider.
But I have to go through this game first. I want to finish. I want to experience Fury in all its forms and splendor. I want to kill all the deadly sins, even if the battles against them are not as exciting as doing it. And I want to see this chapter of the saga until the end. But damn Darksiders 3 it is not easy.