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Darksiders III

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“Video games” can be seen as a new industry, but the competitive environment is extremely harsh.

The world has seen successful game publishers and publishers earn tens of billions of dollars each year, but also witnessed many regretful breaks by pressure on sales and future directions.

Among the “instant death” that makes the gaming community unmatched, perhaps THQ is the first name mentioned.

The collapse of THQ entails a series of cult series and prospects falling into adversity, or will only be the name that is bought and sold again, or will be fortunate to find yourself a new berth.

Darksiders is also the game that resonates as well as affection from gamers because of its individual characteristics in the Darksiders and Darksiders II versions, also fortunate to bring Revelation back to fans by the salvation from Nordic Games, now THQ Nordic.

Responding to the rising age of feminism, THQ Nordic continues Darksiders III back in the presence of Fury – the only female knight in the Revelation Quartet, will let the three worlds know the end is not a bad thing. The worst the four knights brought.

For the human beings, looking at the kiss or the dawn is probably the moments of soulfulness into nature, to perceive life and to see its meaning because their life is very short. But for an immortal like Fury, these things are really meaningless, because she can only die from being too bored because there is nothing to do. Suddenly one day, her life was turned to a new life when know obligation “Call of Duty”, promising a journey full of danger and fun.

In a daze, the summoning of ideas would be a glorious task, in fact … cleaning up the “sh * t” caused by his incompetent younger brother. But no, she noticed that there were too many mysteries in this “big drama”, perhaps what was happening was just a play created by forces capable of pulling strings and pushing the universe forward. the verge of destruction. That is how our Darksiders III and Fury started their journey to clear up the cancer called Pride, Greedy, Lust, Hate, Gluttony, Envy and Lazy are wandering around the world after this “drama” is so awesome.

The way to lead Darksiders III’s story to writers is a disaster because of the insignificant ridicule in how to portray Fury’s strong personality. Known, Fury is not a charismatic figure because the name shows her “sharpness”, but unleashes her when it is “portrayed” by an actor lack of talent. Fury’s speech is not much different from that of a Gypsy, using poor words to talk about “relatives”, as well as attitudes that can be considered “despise” to anyone she is meet on her way.

The way to build Fury’s personality can also be said to be the intention of the game maker, because of many stumbling blocks, the battles after … Fury also gradually revealed his true self more, instead of just being built through the things she said.

However, the way to build this character is too one-sided and innocent, Fury is the embodiment of a young, superficial and hurried child in every decision without showing mischief and “life experiences.” ”Of an immortal who has destructive power.

Gamers can only sense that Darksiders III’s Fury is a wrestling puppet.

We used to have a very savage, stoic War, but very insightful with the small vibrations that are primarily expressed through action; a cold and mature Death, who cares about his juniors.

And Fury, her journey shows that 90% of her people are rude, the remaining 10% is a comedy, she confidently overcame her power, she is arrogant and despised about anything moving in front of her, she let go of her boss’s sneer and tried to drown out all her younger brothers so she could become the leader of the four knights that didn’t care about the big “drama” happening …

Her protruding attitude was later “awkwardly” when the interaction between her and The Watcher was not enough to convince her.

With such a shallow character builder, Darksiders III also still tried to give the game a single turn in the storyline so that Fury could change his 180 degrees, from a superficial person to a mature and serious one. That’s not to mention each time facing a boss, Darksiders III’s dialogue script is repeated over and over again.

Honestly, even if you are a lazy gamer watching cut scenes, the “skip” expert, regardless of the storyline of the entire series, Darksiders III’s story and lead is still a disaster. Compared to Darksiders and Darksiders II, it is even more naive.

Many viewers of Darksiders are a classic game because of the building elements, the first version is mostly borrowed from the big monuments of the game at that time like God of War or Castlevania. But with his ingenuity, Vigil Games has brought a combination that cannot be more harmonious in the gameplay, balancing between action and puzzle, building a fascinating game circuit from the beginning to the end. Darksiders II continues to mark a strong progress in the series when bringing the role-playing game elements into the game, giving players a wider world to explore and the majestic background music … But to Darksiders III , what has been cultivated from the previous two versions has been thrown away, replaced by a clumsy play and lack of accent.

In order to follow the trend … Souls, Darksiders III was redesigned the battle system, making players now more cautious, especially in the face-to-face battles with many competitors. Unlike War or Death, Fury uses a whip as the main weapon, so the whip speed also has a certain delay and the processing phases are therefore much more passive. Therefore, before going to the phase, players need to be really cautious and choose the time to strike, avoid as well as reasonably counterattack to gain the upper hand.

In theory, but the reality of Darksiders III’s battle system has not yet achieved an effective balance when deciding to take inspiration from the series of Souls games brought in. More specifically, the game’s evasion mechanism works very badly, flickering and lack of responsiveness to the player’s reaction. The opponent’s attacks are sometimes not only single attacks but a deadly combo, Darksiders III without a support mechanism should be avoided as the only recommended way. Oddly, Fury’s evasive action was too cumbersome, could not be done continuously and also left a momentum to land too long, making it very easy for the player to be beaten no matter how hard he tried to avoid.

In contrast, the enemy is also unusually strong with very high damage and the attack speed is also very fast, making it difficult for players to dodge by the frills of Fury’s evasion. Combined with about 3 or more enemies, each confrontation in Darksiders III is a real nightmare: it is impossible to defend, evade less flexibility, speed is too slow and sometimes slows press the player’s button. Luckily, Darksiders III does not “pinch” the player with an extra strength, otherwise the player will still cry because of the injustice in the game’s design.

Talking of injustice, Darksiders III is indeed very unfair in design of difficulty. The game does not create a real challenge because of the weakness in balancing the fighting mechanism, but on the contrary, it creates pressure from the enemy’s damage. Whether a beetle or a bony, each of their “interactions” is extremely painful, taking a considerable amount of blood from the player. At higher difficulty levels, AI instead of wiser fighting is simply more painful. This is a foolish way of design that Gunfire Games has applied to Darksiders II – Deathinitive Edition, and sadly it continues to apply to Darksiders III. This is not a challenge, this is a way to design lazy difficulty, lack of depth.

Darksiders III boss battles are also one color, bosses are very easy to guess and take down easily, do not create any difficulties even though the battle mechanism of the game was born to do It’s hard to play. Fighting with Darksiders III’s bosses could be said to be far lighter than rushing into fights with the soldiers.

The loss of the quintessence that the first two versions were built should also be shown by the strong developer to abolish most of the equipment system, to remove all the magnificent scenes, to throw away a world wide and narrow the end of the world down to just a “debt” journey of a thug. Darksiders III is a series of cramped scenes, going all the way to another corridor, without a map that relies on a compass programmed to follow bosses even if they don’t Where to run away. The magnificent scenes of Darksiders II have made players crazy over the majestic music that has been replaced by bland scenes, lack of investment in design, and turned them into zigzag labyrinths.

The failure of Darksiders III’s play screen design is to try to complicate the interlocking passageways but not give players a reason to go these shortcuts. Even if you give the player a series of portals through Vulgrims, the image simulating the teleport port location is not intuitive either, so the player almost doesn’t know where he is going to move to. where I want to go. Once again Darksiders III tried to show an “inspiration” from Souls with the design of “close as open” and then failed miserably.

where can you get a Darksiders III online

Darksiders III – PlayStation 4: Buy it now

Darksiders III: Deluxe Edition – Xbox One [Digital Code]: Buy it now

Darksiders III [Online Game Code]: Buy it now

Darksiders III – PlayStation 4 Collector’s Edition: Buy it now

Darksiders III – PlayStation 4 Apocalypse Edition: Buy it now

Well, if you think Fury is a majestic “knight” on horseback, it seems a bit wrong, because in Darksiders III … “You have to go alone, this is no place for a horse.” What a pity, too regretful for what Vigil Games has built before.

A series of minus points with the way of building childish characters, a compelling scenario, a system of too many shortcomings and imbalances, an unattractive and linear world, losing all the quintessence , the strengths that the previous two versions have built … So what’s left of Darksiders III that is worth it for players to spend money on Fury coming home?

Considering a more common and easy-to-see perspective, Darksiders III is not a bad game, it just loses too much value that previous versions have, making it a single product. more rhythm in many ways. Anyway, if you choose Darksiders III as an entertainment without putting on the table with the predecessor, it seems that the game still has a chance for gamers to keep an eye on it.

Coming to Darksiders III, players will have more than 10 hours to fight, whip and show the power of the four knights before lowly enemies if choosing the average difficulty. The battle mechanism is inadequate, but it still brings a feeling of satisfaction when attacking, powerful blows after counter-attacks, or “thrilling” times when activating Fury’s rampage.

The strength of Fury instead of being upgraded through items like before is now divided into two forms: upgrade the stats and upgrade the encrusted jewels to weapons. And in order to achieve the highest score, players need to go to work and rummage through the gameplay to search for upgraded materials. However, these two upgrade systems are not essential because the difficulty of the game is quite unfair and lacking in balance, but if you like something, the role-playing game like Souls in Darksiders III is considered as well a little satisfied.

Intermingling with continuous battle scenes are riddles that according to the writers are praiseworthy improvements. Darksiders III designed puzzles in a small number but arranged very reasonably and intuitively. They are not difficult compared to the previous two versions, but the opposite is easier, less time-consuming, but still creates a reasonable break, both to relax and encourage players to wander to rummage through every corner.

The design of these puzzles is more diverse than the previous two versions. When taking advantage of the terrain to fight bosses, when taking advantage of the wind to open the door, when it falls, it burns a fire of a giant water cannon, when creating interconnecting paths between large areas … In summary, Darksiders III’s puzzle design is of good quality, not overused to time like Darksiders II and not too sketchy like Darksiders.

Darksiders III’s pace on the second half was pushed up quite a bit with many of the so-called turning points in the plot, followed by puzzles and battlefields that were also set to a thicker density.

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